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GURPS - 4th Edition - Traveller Interstellar Wars

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Published by l33tgringo, 2022-09-04 07:58:09

GURPS - 4th Edition - Traveller Interstellar Wars

GURPS - 4th Edition - Traveller Interstellar Wars

Class X (No installation) indicates a Clan/Tribal: This government type is Representative Democracy (RepDem):
world with no starport at all and no occasionally found on low-population The most common government type
provision for any ship landings. Class Vilani worlds. It functions rather like on Terran worlds, including once-
X “starports” are typical of uncharted the Caste type, but is even more prim- Vilani worlds that have been
worlds, or of worlds that have been itive – castes are usually subordinate to conquered and assimilated by the
“interdicted” (forcibly cut off from family and clan relationships. Terran Confederation. Officials who
interstellar contact). are elected by the population set
Corporate State (Corporate): This laws and government policy. The
Some worlds will have a separate government type indicates a world run Confederation has a policy of encour-
starport facility for Terran, Imperial, or like a business by one or more allied aging representative government
other naval forces. Such a “naval base” corporations. Both Terran and Vilani everywhere that local conditions make
is indicated in Interstellar Wars world worlds sometimes come under this democracy practical. The constitu-
data by an N added to the starport class; government type. Within the tional details change from world to
for example, a class A starport with a Imperium, it indicates direct rule by world (especially on worlds that have
naval base will appear in world data one of the shangarim and its many home rule – see p. 131).
listings as having an “A-N” starport. subsidiaries, with profit-making a pri-
mary government concern. In Terran Theocracy: This government type
Government Type space, a Corporate State is usually a appears on a few high-population
(Government) colony world established and run by worlds. On Terran worlds it represents
one of the Terra-based industrial true rule by a religious elite, usually
Interstellar Wars uses a subset of conglomerates. derived from one of the major Terran
the government types and special con- faiths. Vilani religious ideas are some-
ditions listed on pp. B509-510 to Dictatorship: This government what different; a Vilani “theocracy” is
describe local world governments. The type is found on a few high-popula- usually not overly concerned with
following government types are most tion Terran worlds. Terran colonies deities as such, but with the rigidly
common for Terran and Vilani worlds. rarely start as dictatorships – such a careful maintenance of ancient tradi-
government usually seizes power only tions. A “theocratic” world in Imperial
Anarchy: This is a rare type, found after a social upheaval that under- space is usually dominated by the
only on worlds on which local govern- mines local democracy. Some Terran shugilii caste (p. 73).
ment has collapsed, or where the pop- worlds with the Dictatorship govern-
ulation density is too low to support ment type are currently under Control Rating (CR)
formal government. Confederation military rule, after
“peacekeeping” forces were sent in to Interstellar Wars uses the Control
Athenian Democracy (AthDem): calm an unstable social situation. Rating system (p. B506) to describe the
This government type is only found on Conquered Vilani worlds often go level of local governmental control. Use
a few low-population Terran worlds. through a period of military rule as the rules from the Basic Set to estimate
The concept of mass participation in well, and are considered how often local government will
government is almost unthinkable to Dictatorships during that time. interfere with visitors to a given world.
the Vilani. Dictatorship is a very rare government
form in Imperial space. The Vilani Technology Level (TL)
Caste: This government type is prefer government by consensus, at
common on medium-population least among the ruling class, and Every world has an associated
Vilani worlds. Such worlds often have rarely accept rule by a single Tech Level (see p. B511). Interstellar
a “primitive” form of Vilani social individual. Wars defines a number of technolo-
organization, reminiscent of the insti- gies that are not standard for GURPS
tutions first established on Vland Feudal: This government type is (see Chapters 7 and 9 for details).
thousands of years ago. The popula- very common on Vilani worlds, and is TL10 represents the “Imperial stan-
tion is organized into dozens or hun- probably the prevalent political form dard” technology, the best available to
dreds of adoptive castes, with no one within the Imperium. The name is the Imperium throughout the era. The
caste clearly in charge. Sharurshid rather misleading, as the Vilani do not Terran Confederation progresses from
and the other shangarim usually have practice military feudalism of the TL9 to TL11 during the course of the
only limited involvement in local gov- form once frequently found on Terra. Interstellar Wars.
ernment, and the interstellar Imperial Instead, they practice a kind of corpo-
aristocracy is likewise not much in rate feudalism in which the aristocra- Note that in Interstellar Wars, the
evidence. cy is one of economic managers. Tech Level of a world does not normal-
These worlds have fully established ly indicate that only goods at that Tech
Some Vilani worlds that have come caste systems that are governed by the Level are available there. Most worlds
under Terran rule still retain a Caste shangarim by way of the interstellar have access to off-planet commerce,
government type. On these worlds, the Imperial aristocracy (see p. 78 for a and can buy goods at any Tech Level
Terran governing class is trying to discussion of Vilani noble titles and through the interstellar trading net-
leave most Vilani customs and social responsibilities). A Feudal world is work. Visitors to a backwater Imperial
structures alone. The newcomers intimately involved in the wider world with TL7 will still be able to buy
therefore operate as a new “ruling Imperium, with extensive political TL10 goods (probably at a premium
caste” within the largely unchanged and trade links to nearby systems. cost, since they must be imported).
Vilani society.

THE KNOWN UNIVERSE 99

DARRUKESH ISHNAR IKAAKUR

URUK NISINASHA

ARKHAARU ARCTURUS

UNCHARTED UNCHARTED

UNCHARTED UNCHARTED UNCHARTED

100 THE KNOWN UNIVERSE

Unless a character grew up on a or exports. They can also influence the conditions, and much of the world’s
world that was actually cut off from real wealth available to citizens of the economic production is used to
the rest of the galaxy, he will probably world. simply maintain local infrastructure.
be familiar with equipment at the
maximum TL available. On the other Ag (Agricultural): The world’s econ- Ri (Rich): The world is very hos-
hand, people from a world with low omy is dominated by the production pitable, and the population enjoys
TL are likely to be poor. The Tech of foodstuffs and related goods. high-grade living conditions.
Level of a world does indicate the tech-
nology most commonly available to Ex (Extreme): The world is inhos- World Trade Number
local industry, which determines the pitable, requiring the use of artificial (WTN)
productivity of the local economy, habitats. Vacc suits or other extensive
which in turn determines the typical protective gear is required to venture Every world has an associated
wage and standard of living for the outside. World Trade Number (WTN). This is
local population. an abstract measure of the economic
In (Industrial): The world’s econo- output of the world – essentially, the
Trade Classifications my is dominated by heavy industrial total value of all goods and services
(Trade) production. produced there, modified by the level
of offworld trade that takes place
Trade classifications note clusters of Na (Non-Agricultural): The world is through the world’s starport. The
economically meaningful world char- dependent on synthetic or hydroponic World Trade Number is used in the
acteristics. These are important natu- food production and imported food. trade rules (p. 177) to help determine
ral or demographic features that can where major trade routes are, and
influence a world’s preferred imports Ni (Non-Industrial): The world has how much trade takes place between
almost no heavy industry, and is any given pair of worlds.
dependent on imports for all of its
heavy equipment.

Po (Poor): The world’s population
suffers under low-grade living

THE TERRAN

NEIGHBORHOOD

The early Interstellar Wars take the Saarpuhii Kushuggi’s domain. If By no coincidence, the Shululsish
place in an area three subsectors by anything, Imperial control has been subsector is also a primary target for
three. Most of this region is controlled weakening over the last 500 years. Terrans who wish to undermine
by the Imperium, while the Terran Local nobles have started sponsoring Imperial authority in the border
Confederation is backed up against a mercenaries, fighting little wars with regions. Free Traders and other
substantial three-parsec gap that can’t each other under the noses of the adventurers have already been present
easily be crossed. The Confederation higher levels of government. in the subsector for many years.
itself dominates only the Sol subsector,
and is just beginning to expand into
the regions to rimward that have been
untouched by any star-faring race.

SHULULSISH
SUBSECTOR

Most of this subsector was settled in
the last centuries of the Consolidation
Wars, largely by core-sector Vilani
interested in opening up new worlds in
the aftermath of the Vegan campaign.
Colonization was slow; a few worlds
were actually settled as late as 900 by
Imperial Vilani who circumvented the
tightening controls on migration.

One branch of the Rim Main trails
into the subsector from rimward, but
even this astrographic feature has
failed to bring a great deal of com-
merce or settlement into the region. It
remains a backwater, probably the
most isolated and neglected portion of

THE KNOWN UNIVERSE 101

SHULULSISH SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
Warm -1 7–
0111 Kishara – Garden 8,900 1.20 Standard 98% Hot +0 0–
Cool +0 9 1.6 billion
0116 Purdishi Im Desert (Rock) 6,200 0.71 Trace – Normal +0 9 520 million
Warm +0 8 140 million
0214 SHULULSISH Im Garden 5,400 0.80 Dense 42% Cold +1 1 8.2 million
Cool +0 0 600
0215 Liriinan Im Garden 7,100 0.86 Standard 87% Normal +0 9 770 million
2 8.5 million
0217 Neshukka Im Garden 8,200 1.07 Dense 92% Hot +2 7 100 million
Warm -1 9 2.6 billion
0313 Ashi Im Desert (Rock) 3,900 0.40 Trace – Normal +0 1 1.3 million
Infernal +1 9 1.4 billion
0316 Gararin Im Desert (Rock) 3,400 0.43 Trace – Warm +0 7 130 million
Cool -2 1 5.1 million
0317 Bemidshii Im Garden 5,300 0.58 Standard 69% Frozen +1 0–
Frozen +0 2 2.6 million
0319 Makamii Im Barren (Rock) 900 0.11 – – Infernal +2 0 11,000
Infernal +0 0 950
0411 Dushamaa Im Garden 8,000 1.08 Standard-T 71% Frozen +0 0 7,000
Cool +0 1 750,000
0511 Ushmi Im Garden 6,100 0.72 Standard 32% Frozen +1

0518 Arukhur Im Barren (Rock) 1,900 0.24 – –

0612 Arnaa Im Garden 7,900 0.97 Dense 60%

0617 Kaareshur Im Garden 9,100 0.91 Standard 72%

0618 Lekuni Im Asteroid Belt – –– –

0713 Miri Im Desert (Rock) 4,700 0.41 Trace –

0717 Kamsha Im Greenhouse 9,000 1.25 Insidious 46%

0718 Ippuraash Im Barren (Rock) 1,700 0.14 – –

0719 Maksha Im Barren (Ice) 2,600 0.13 – –

0720 Mishaagi Im Pre-Garden 6,700 0.86 Suffocating 72%

0814 Upirzanu Im Subgiant 9,000 1.09 Corrosive 48%

0214 Shululsish One Kaareshuri offered me 10 credits for a
used tin can. The zinc in it would redeem half
As the capital of the subsector, an acre of land. I couldn’t do it; I ended up just
Shululsish is the home of the region’s giving it to him. They’re going to take my union
leading sarriiu. The position is a card away when I get back to Terra.
thankless one – every outsider who
has been placed in the post has soon – Hirohisa Mori, Free Trader (2165)
found the lesser nobles of the subsec-
tor united against him. The last two a large nickel-iron core. Despite being it is not under the direct control of
sarriiu have been weakling locals halfway between Mercury and Mars in Sharurshid or the Imperial aristocra-
instead; the current one (Esharku size, it has a thick atmosphere and cy. The local population is beginning
Gudakhaa) is nearly feebleminded. several large seas. to take advantage of this freedom by
engaging in “illegal” manufacturing –
Instead of being a center for order, 0215 Liriinan it is producing goods outside the
Shululsish has become a pawn in fixed Sharurshid quotas, specifically
regional politics. It is home to nearly a Of all the worlds in this loosely intended for trade with Terran
third of the subsector’s population – so controlled subsector, Liriinan is the visitors.
if one of the region’s shakkanakhu can most independent of all. This isn’t a
get control of it, he has the upper hand deliberate choice by its citizens, but The total amount of illicit manu-
as long as he can hold it. The sarriiu’s an outgrowth of the fact that the plan- facturing is quite small in comparison
court is a pit of cutthroat politics – et’s riches are so great that there is lit- to Liriinan’s handling of its own
every spare noble child, talented fami- tle need for them to engage in inter- needs. Only a few thousand people
ly retainer, and foolishly brave kidu- stellar trade. Visiting Terran mer- have shown the mental flexibility to
unuuzii in the subsector is there, fight- chants are currently introducing try it, though the number continues to
ing it out for favor. Countless careers them to the difference between “need” expand as young people come of age
have been made and broken here in and “want.” after being exposed to the practice.
the last few decades. The only other factor limiting trade is
Home to a half-billion people, the planet’s mediocre starport, but as
Shululsish itself is small, but heav- Liriinan is a huge market for Terran Liriinan is a long run from Terra any-
ily populated. It is quite dense, due to merchants, despite its relative isola- way, this doesn’t affect most ships that
tion. More than any other world in the call.
subsector, it is free to do as it wishes;

102 THE KNOWN UNIVERSE

DARRUKESH

Port Government CR TL Trade WTN

E – 00 – –

E – 00 – –

A-N Feudal 6 10 – 5.5

C Caste 46 Ri 4.5

B Feudal 6 9 – 5.0

B Feudal 1 9 Ex Na Ni 4.0

C Corporate 0 10 Ex Ni 2.5

B Caste 6 7 – 4.5

B Feudal 4 9 Ex Na Ni 4.0

A Feudal 6 10 – 4.5

B Feudal 6 8 – 5.0

C Caste 4 8 Ex Na Ni 3.5 URUK URIMA

B Feudal 4 10 – 5.5

C Caste 6 5 – 4.0

B Feudal 4 10 Ex Na Ni 4.0

E – 00 – –

B Caste 1 8 Ex Ni 4.0

B Caste 4 9 Ex Ni 3.5

C Corporate 4 10 Ex Ni 2.5

C Corporate 1 8 Ex Ni 2.5

E Caste 6 8 Ex Ni 2.5

The world itself is one of the most Erkiishaga of APISHLUN
hospitable known to the Confederation, Arukhur. He’s
a near-paradise at the end of a long been deliberately the fields are salted with zinc and
trading route. A slightly lower gravity redirecting the molybdenum, and those, too, used to
contributes to the giddy feeling many belt’s metal pro- come from Lekuni. Even if a Terran is
Terrans experience while visiting here. duction to the bringing in something simpler, like
With less land than Terra, all in the other worlds under iron or tin, rumors will spread, and
temperate and subtropical zones, there his control, or to the crowds will begin to gather . . .
are no deserts or arctic wastelands on Apishlun and Urima subsectors. If
the whole planet. The local climate and productivity were his sole interest, URIMA
soil are very favorable for imported he’d be better off continuing the old SUBSECTOR
food crops and fruit trees, some of arrangement, but he is using the lack
which grow so easily that they might of shipments as a way of extending his The Urima subsector is dominated
almost be considered weeds. The peo- influence to Kaareshur. Local people by a segment of the Rim Main that
ple have developed away from standard and organizations that make conces- moves across the rimward half of the
Vilani attitudes in their isolation, and sions to him get some of the metals subsector. The worlds on the main
are now more relaxed in manner and they need, just enough to stay afloat. were settled in the immediate after-
dress than Imperials on other worlds. Those who don’t are driven under. math of the Vegan Consolidation
All of this makes Liriinan a favorite port Campaign, about A.D. 200.
of call for Terran merchants, who As a result, free traders who touch Settlement of the more scattered
half-jokingly refer to it as “Tahiti.” down with metals in their holds are in worlds to coreward was slow, and was
a position to make a killing. Two fac- only completed about A.D. 800.
0617 Kaareshur tors make the trip dangerous, though.
The iishakku controls Kamsha as The subsector is a major hub of
Though quite distant from Terra, well, and the Ippuraash outpost goes trade and commerce, especially
Kaareshur is a major destination for out of its way to avoid antagonizing around the neighbor worlds of Dzim
Confederation traders. The system is him. Erkiishaga therefore controls Zhia Gwi (Vegan) and Urima
very poor in metals, and is desperate most of the planets inbound to (Imperial Vilani). This cluster of
for imports of any element heavier Kaareshur, so getting there in the first worlds is a major target for Terran
than iron. Historically this has not place is a problem. adventurers, especially those trying to
been much of a problem, as the rich understand and win allies among the
Lekuni belt is only one jump away; the Once the landing gear touches Vegan population.
two systems made an excellent part- down, though, the prospective trader
nership, with metal going one way has to deal with the desperation of the
and food the other. Kaareshuri. The locals are having
problems even feeding themselves, as
Unfortunately for Kaareshur, Lekuni the soil is so metal-poor that some
has fallen under the sway of iishakku critical micronutrients are missing
from the soil. Plants won’t grow unless

THE KNOWN UNIVERSE 103

URIMA SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
Hot +0 0 16,000
0912 Umra Im Garden 5,700 0.64 Very Thin-T – 0 11,000
Frozen +0 9 520 million
0913 Lanashri Im Subgiant 10,300 1.60 Corrosive 82% Normal +0 0 2,200
Chilly +0 7 240 million
0914 Kimirsika Im Garden 9,200 1.04 Dense 78% Normal -1 8 400 million
Warm +0 1 1.3 million
0918 Siinira Im Desert (Rock) 3,900 0.37 Suffocating – 8 830 million
Cool +1 9 140 million
0919 Marasra Im Garden 9,800 1.30 Thin 62% Normal +0 5 100 million
Warm +0 7 42 million
1011 Ushiin Im Garden 5,400 0.81 Standard 18% 7 310 million
Cold -2 -4 –
1020 Shashamak Im Garden 6,100 0.71 Very Thin-T 40% Cool -1 8 130 million
Chilly +0 8 420 million
1111 Dimmurak Im Garden 6,000 0.68 Thin 71% Infernal -4 0 2,800
Cool +0 -1 10,000
1116 Niimuru Im Garden 4,300 0.65 Standard 82% Normal +0 -1 –
Frozen +0 0 4,400
1117 Mashaddun Im Garden 8,800 1.00 Dense-T 36% Frozen -1 -1 –
Cold -1 6 29 million
1119 Dashinur Im Garden 6,200 0.78 Standard 99% Frozen +0 7 100 million
Frozen -1 7 220 million
1120 Karnisari Im Garden 6,000 0.70 Thin-T 39% Warm -1 9 770 million
Cool -1 0–
1214 Amgilash Im Asteroid Belt – –– – Tropical +0 10 3.6 billion
Warm +0 7 200 million
1216 Mikaam Im Garden 4,300 0.76 Thin 62% Chilly +0 9 2.5 billion
Cool +2 7 390 million
1218 Tunshaon Tyo Im-VeGarden 5,000 0.56 Thin 37% Normal +0 0 2,500
Hot +2 5 19 million
1219 Sasuniir Im Barren (Ice) 1,100 0.07 – – Warm -1
Frozen +0
1311 Nishni Im Asteroid Belt – –– – Very Hot +0

1316 Khariishish Im Desert (Rock) 4,900 0.43 Trace –

1318 Gashakur Im Desert (Rock) 5,000 0.46 Trace –

1320 Dishiigi Im Barren (Rock) 900 0.08 – –

1417 Larimshar Im Garden 6,000 0.68 Thin-T 69%

1418 Muan Ialour Im-VeGarden 5,400 0.52 Thin 58%

1419 Genaraa Im Garden 5,000 0.82 Dense-T 99%

1511 Imkha Im Garden 5,000 0.83 Standard 35%

1512 Kiranura Im Pre-Garden 6,000 0.62 Suffocating 60%

1515 Dzim Zhia Gwi Im-VeGarden 4,400 0.72 Thin 57%

1516 Ewmiak Im-VeGarden 4,300 0.70 Thin 24%

1517 URIMA Im Garden 7,000 0.83 Thin 50%

1519 Iinu Im Garden 8,200 1.05 Dense 99%

1616 Orruiltan Tyui Im-VeBarren (Rock) 1,300 0.10 – –

1619 Tyudhaur Im-VeGarden 5,200 0.83 Dense-T 94%

1011 Ushiin means “iris” in Vilani, and from the clue as to where the Vilani and other
right angle Ushiin does resemble a non-Terran Human races came from.
Ushiin is a tidally locked world gigantic eye. Even aside from this, Ushiin is a mag-
with a warm climate, leading to an net for paleontologists looking for
unusual distribution of water and ice. Despite its odd appearance, Ushiin species that went extinct on Terra
As usual, the hot and cold poles are is fairly typical of tide-locked worlds. during the late Pleistocene.
desert and glacier respectively, but on The major exception is ecological in
Ushiin the glacier gives way to tundra nature. At some point in the distant 1519 Iinu
several hundred miles from the termi- past, its oceans were apparently seed-
nator line. Along the line itself, the ed with Terran life, which has by now Iinu has almost no land protruding
temperature rises to the point that the almost displaced the native bios- from its world-girdling ocean, so
planet has a ring of liquid water some phere. The Vilani have noticed the while otherwise quite pleasant it isn’t
200 miles wide completely surround- oddity, but have not made much of it. as densely populated as other worlds
ing the planet. The world’s name Confederation scientists consider it a nearby. As a result, it was a literal
backwater until recently.
When he said we were headed to Ushiin to
look for extinct life, I was all up for it. I loved The primary product of Iinu is the
dinosaurs and stuff when I was a kid. Turned meat of a local life form, an enormous
out he was an expert in plankton, and we came floating creature that serves as the
back with 150 gallons of green water. equivalent of a mobile coral reef in the
local ecology. The Vilani of Iinu never
– Raimo Saarinen, Free Trader (2168) examined this animal particularly
closely, simply harvesting it for food.
Its meat is so cheap locally that it has
never been exported offworld.

The first person to really analyze
the meat was Esmeray Uzunjarsili, a
Terran Free Trader with a background

104 THE KNOWN UNIVERSE

ISHNAR

Port Government CR TL Trade WTN
Ex Ni 3.5
B Corporate 4 10 Ex Ni 3.0
4.5
C Corporate 1 8 – 2.0
Ex Ni 4.5
B Feudal 6 7 5.0
– 4.0
D Caste 0 8 – 4.0
Ni 4.5
B Feudal 6 8 – 5.0
– 4.0
A Feudal 1 8 – 4.0
Ri –
A Clan/Tribal 6 8 – 4.5
– 4.5
B Theocracy 6 5 – 2.5
– 3.5
B Feudal 1 7 Ex Ni –
Ex Ni 3.0
A-N Feudal 4 10 – – SHULULSISH
Ex Ni 4.0
B Feudal 5 7 – 5.0 DUUSIRKA
Ag 5.0
B Feudal 2 5 – 4.5
– –
E – 00 – 5.5
– 5.0
C Feudal 6 6 – 5.5
Po 5.0
B Caste 4 6 – 3.0
– 3.5
C Caste 5 8 Ex Ni

B Corporate 3 10

E – 00

B Caste 4 10

E – 00

B Caste 4 7

B Caste 4 9

A Theocracy 6 10

C Feudal 6 7

E – 00

A Caste 4 10

B Caste 4 9

A-N Feudal 6 10

A Feudal 1 10 DINGIR

C Caste 4 9 occasional tourist who wishes to
experience the best that Imperial
D Caste 4 5 civilization has to offer.

in chemistry. Forced to stay on Iinu importance in local affairs; the sen- 1717 Muan Gwi
for more than two months while tient species that Terrans call “Vegan”
repairs were made to her ship, she is not from that star system at all. The second most populous world
started examining the local life out of Instead, the Vegan sphere is centered in the entire region (behind only
sheer boredom. She hit the jackpot on the homeworld Muan Gwi, circling Terra), Muan Gwi is the homeworld of
one day when she took a close look at an unassuming red dwarf star three the Vegan race. Despite its 2,000-year
what had been destined for her plate parsecs to coreward. history of oppression, it is still an eco-
that evening. nomic powerhouse, and the center of
The Duusirka subsector is the heart trade with other major Vegan worlds
The creature’s meat and organs of the Imperial Rim Province. Its capi- like Muan Kwoyen and Dzim Zhia
turned out to be a storehouse of phar- tal, Shulgiasu, is home to the Gwi. Next to Dingir, it is also the
maceutical precursors. Disliking its Saarpuhii Kushuggi’s court, the local favorite target of Terran traders.
local name, she dubbed it the center of Imperial power. The Vegan Merchants who head out this way get
daghadasi in her native language homeworld and other Vegan worlds to see the awesome Zinn Aho high-
(Turkish). One important drug has are major industrial centers. The port, a massive facility some two miles
already been isolated from the crea- provincial war fleets that threaten long . . . the largest orbital structure in
ture, an effective treatment for Terra are largely built and supplied the sector.
Alzheimer’s disease, and Captain from the Duusirka subsector’s
Uzunjarsili is now a multimillionaire. shipyards. It also produces trade goods There are very few Vilani on Muan
sold both in the Terran Confederation Gwi, thanks to the highly developed
DUUSIRKA and a great distance to coreward. Vegan talent for passive resistance
SUBSECTOR (p. 88). Vilani bureaucrats find post-
Seven to eight months from Terra ings to Muan Gwi infuriating, and so
The bright star Vega (Duusirka to by usual transport, the Duusirka sub- in recent centuries the Vegans have
the Vilani) is the most prominent fea- sector is much too distant for casual largely been left to run things
ture of this subsector. Ironically, the visits. Still, thousands of Terrans travel themselves – just as they wanted.
Vega star system is of almost no to the region every year – adventurers,
ambassadors, spies, and even the

THE KNOWN UNIVERSE 105

DUUSIRKA SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
9 780 million
1711 Kasaan Im Garden 7,100 0.99 Dense 49% Normal +0 10 4.3 billion
8 320 million
1717 Muan Gwi Im-VeGarden 4,300 0.65 Thin 62% Cool +2 -1 –
1 5.0 million
1718 Hsuilzish Im-VeGarden 6,200 0.68 Standard-T 84% Warm +0 9 1.3 billion
1 5.2 million
1720 Duusirka Im Asteroid Belt – –– – Infernal -1 0 2,600
2 3.0 million
1813 Wanish Tyo Im-VeGarden 6,000 0.62 Very Thin – Very Cold +1 0 14,000
9 1.1 billion
1814 Tsamis Im-VeGarden 5,300 0.53 Thin-T 68% Normal +2 5 52 million
-1 –
1816 Muan Issler Im-VeDesert (Rock) 2,800 0.37 Trace – Frozen +1 11 3.2 billion
0 15,000
1818 Ashtagz Tyui Im-VeDesert (Rock) 3,000 0.38 Trace – Normal +0 0 4,200
0 5,000
1911 Ikarak Im Asteroid Belt – –– – Frozen +2 9 310 million
-2 –
1912 Galishgu Im Barren (Ice) 1,600 0.10 – – Frozen +0 9 1.5 billion
10 490 million
1917 Asterr Tyui Im-VeGarden 6,100 0.70 Standard 61% Cool +0 9 2.4 billion
0–
1919 Khuraaga Im Garden 8,900 1.00 Thin-T 16% Hot -1 0 5,900
0 6,200
2011 Andiirish Im Asteroid Belt – –– – Frozen -1 1 630,000
0 2,500
2012 Deraanasa Im Garden 7,800 1.00 Standard 63% Normal +2 7 200 million

2015 Duikin Tyui Im-VeDesert (Rock) 3,100 0.28 Trace – Frozen +0

2017 Hariksiat Im-VeDesert (Rock) 3,200 0.31 Trace – Cold +0

2114 Nikurmani Im Subgiant 7,900 1.04 Corrosive 61% Frozen +0

2118 Nakishi Im Garden 7,000 0.98 Dense 48% Normal +0

2213 Ganukak Im Asteroid Belt – –– – Frozen -2

2218 Muan Kwoyen Im-VeGarden 6,100 0.70 Standard 58% Cool +0

2312 Direnaa Im Garden 8,200 1.08 Standard 51% Normal +1

2319 SHULGIASU Im Garden 6,800 0.81 Thin 83% Warm +1

2411 Dashiraa Im Garden 5,000 0.86 Very Thin-T 12% Frozen +0

2414 Namirma Im Barren (Ice) 2,300 0.13 – – Frozen +0

2415 Shani Im Desert (Ice) 3,700 0.25 Toxic 21% Frozen +0

2418 Khalikkam Im Desert (Rock) 6,400 1.09 Trace – Very Hot +1

2419 Ganigami Im Garden 4,400 0.61 Very Thin 31% Cold +0

2420 Arrukir Im Garden 5,400 0.86 Dense-T 99% Tropical +0

1816 Muan Issler By 119, the Imperium had pushed approaching within a billion miles of
the Vegans back to just two worlds: the planet without permission was
Muan Issler was once the “second their homeworld and Muan Issler. vaporized.
homeworld” of the Vegans, home to After a half century of combat, the
nearly 2 billion members of that race. Vegans had the measure of their foe, After scouting the defenses, the
When the Vegan Consolidation War and while the situation was still grim, Vilani realized that the final push was
came to an end, it was left as a stark they were determined to make the going to be extremely costly. More
example of what the Vilani were Vilani fight for every cubic foot of their campaigns against other races
willing to do to win. space. Both systems were bristling loomed, so the decision was made to
with defensive arrays, and anything nuke the Vegans into submission. The
Vegan civilian populations were vul-
nerable to nuclear attack – so standing
off in the outer system, a huge Vilani
fleet lobbed wave after wave of
nuclear-tipped missiles toward Muan
Issler. Perhaps one missile in 100 got
through, but the hits shattered the
planet’s society over the course of a
few weeks. After a time, the defenses
still held but there was nothing left to
defend. The razing of Muan Issler was
then broadcast to the Vegans on Muan
Gwi, and the last world of the Polity
surrendered rather than go through a
repeat of the massacre.

In the Interstellar Wars period,
Muan Issler is home to less than five
million Vegans and about 500,000
Vilani. Even now, the planet has
slightly elevated radiation levels due to
heavy-metal fallout in the soil.

106 THE KNOWN UNIVERSE

IKAAKUR

Port Government CR TL Trade WTN

B Feudal 0 9 – 5.0

A Caste 4 10 – 5.5

A Caste 4 10 – 5.0

E – 00 – –

C Caste 4 8 Ex Na Ni 3.5

B Caste 48 In 5.0

D Caste 4 8 Ex Na Ni 3.5

B Caste 4 10 Ex Ni 3.0

A Caste 6 10 Ex Na Ni 4.5

B Corporate 2 10 Ex Ni 3.5 NISINASHA

A Caste 4 10 – 5.5

B Feudal 4 7 Po 4.0 URIMA

E – 00 – –

A-N Feudal 4 10 – 5.5

C Caste 4 10 Ex Ni 3.5

B Caste 4 10 Ex Ni 3.0

C Caste 5 10 Ex Ni 3.0

C Feudal 6 7 – 4.5

E – 00 – –

B Caste 4 10 – 5.5

B Caste 1 10 – 5.0

A-N Feudal 5 10 – 5.5

E – 00 – –

B Corporate 5 10 Ex Ni 3.0

C Caste 1 8 Ex Ni 2.5

D Caste 5 8 Ex Ni 3.0

C Caste 2 10 Ni Po 3.0

B Feudal 6 7 – 4.5

The Vegan inhabitants of the world or Muan Gwi, closer to Terra and more SOL
have never reconciled themselves to likely to offer a hospitable reception.
the destruction, which to them was kimashargur Vilani who wished to
only a few generations ago. They are On the other hand, this does mean escape the strict social controls
disproportionately involved in efforts that Shulgiasu has been relatively imposed by Imperial law. Although
to throw off the Vilani yoke. Of all untouched by Terrans, and there are the kimashargur were conquered by
Vegans, the inhabitants of Muan Issler undoubtedly commercial opportuni- the Imperium soon afterward, their
come the closest to displaying radical ties here if one can only find them. subculture remains dominant on sev-
behavior. Some even carry small vials Some have suggested that the planet’s eral worlds of the region. Meanwhile,
of ash from destroyed cities, as a Vegan minority (numbering about 10 Imperial authority is relatively weak;
reminder of their dead ancestors. million) may be the place to start. most of the local aristocratic clans are
uninterested in imposing the full
2319 Shulgiasu As the base for Vilani consolidation strictness of Vilani tradition on the
of the whole region, Shulgiasu is populace. Terran adventurers who
Originally founded as an advance stuffed full of monuments and other reach the subsector often find it easy
base against the Vegans during the examples of Vilani triumphalism. The to make friends and act within the
Consolidation Wars, Shulgiasu has capital city, Kankhali, has been nick- Imperial framework.
long moved past its humble begin- named “The Golden City,” partly for
nings. It is the most densely populated its richness and partly for a golden Almost all of the subsector’s worlds
Vilani world in the Kushuggi province, sheen to the buildings that was the are situated on the “tail” segment of
and is the political and cultural capital height of architectural fashion 2,300 the Rim Main, forming a closely
for Vilani in the region. years ago. Given that archaism is one bound community. Although
of the watchwords for Vilani culture, Apishlun is on the extreme Imperial
Shulgiasu is a major destination for the fact that Shulgiasu still stands out frontier, and the reach of Imperial
Terran travelers, although fewer make is worth noting. authority is relatively weak here, trade
the trip than one might think at first. remains active. Of course, the combi-
Shulgiasi are sticklers for procedure, APISHLUN nation of rich trade and weak author-
and unscheduled traders are likely to SUBSECTOR ity often makes the region a primary
find themselves in a sea of red tape. target for Terran spies and commerce
Most captains prefer to head for Dingir The Apishlun subsector was settled raiders during wartime.
about 800-1000, almost exclusively by

THE KNOWN UNIVERSE 107

APISHLUN SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
0121 Khishirii Frozen +0 0–
0123 Nushmi – Barren (Ice) 1,400 0.07 – – Normal +0 9 220 million
0125 Kishakhpap Frozen -2 -2 –
0126 Nunashi Im-K Garden 8,100 1.11 Dense 72% Warm -1 7 51 million
0224 Shaalgar Cool +0 9 260 million
0226 Iishu – Desert (Rock) 3,800 0.40 Trace – Warm +0 7 38 million
0230 Alizarin Normal -1 8–
0326 Eneldun Im-K Garden 4,300 0.70 Thin 68% Frozen +1 1 3.1 million
0330 Krypton Tropical +2 2–
0424 Lakisha Im-K Garden 6,200 0.71 Standard 60% Warm +0 8 300 million
0426 Siikani 0 15,000
0524 Irashdaa Im-K Garden 4,900 0.61 Standard-T 92% Hot +0 9 160 million
0527 Masiira Warm +0 8 140 million
0528 Kidashi – Garden 4,300 0.73 Standard 57% Normal +0 9 2.5 billion
0624 Ishirshu Cold +2 0–
0626 Kunekaar Im-K Desert (Rock) 2,900 0.22 Trace – Frozen +0 4 13 million
0628 Sagarasaar 9 190 million
0721 Akhamin – Pre-Garden 8,800 1.18 Suffocating 41% Hot -1 8 290 million
0722 APISHLUN Tropical +0 11 3.0 billion
0723 Shikashu Im Garden 7,300 0.98 Dense-T 82% Warm +0 9 810 million
0726 Dikanishi Normal +2 -1 700
0729 Edaazun Im Barren (Rock) 1,400 0.13 – – Warm +0 7 490 million
0822 Urshu Infernal -1 0 16,000
0823 Shiranshar Im Garden 5,800 0.86 Dense 89% 0–
0824 Khurimisi Cold +0 6 43 million
0825 Duriim Im Garden 6,000 0.77 Standard 92% Frozen +0 10 2.4 billion
0826 Munilgan Normal +0 7 190 million
Im-K Garden 4,400 0.60 Thin 68% Cool +0
Cool +1
Im Glacier 8,100 1.02 Toxic 22% Cold +0

Im-K Garden 6,900 0.87 Thin-T 18%

Im Garden 5,100 0.84 Dense 87%

Im-K Garden 5,900 0.65 Standard 21%

Im Garden 8,900 1.16 Dense 61%

Im-K Garden 8,000 1.13 Standard 63%

Im Asteroid Belt – –– –

Im Garden 4,300 0.64 Standard 95%

Im Desert (Rock) 3,900 0.31 Trace –

Im Pre-Garden 9,900 1.25 Suffocating 52%

Im-K Garden 6,000 0.70 Thin-T 22%

Im-K Garden 4,400 0.68 Dense 79%

Im-K Garden 5,300 0.54 Thin 39%

0722 Apishlun impacts on the world, the Apishlun As a result, the symbiotic connec-
system was effectively clean of debris tions between life forms have become
Apishlun is one of the most more than five billion years ago. more and more complex, to the point
remarkable planets known. It appar- Meanwhile, the planet’s internal heat that they are actually able to resist
ently developed multicellular life as has declined over the eons. Although their own destruction. Apishlun has
much as five billion years ago. Since continental drift and volcanism have become an example of the “Gaia
then, the native life has developed a not stopped entirely, they have slowed hypothesis.”
planet-wide ecosystem of incredible a great deal and have not threatened
richness and complexity. the stability of the ecosphere in over The Vilani inhabitants of the plan-
500 million years. et don’t appreciate the mechanism, as
On most living worlds, native most Vilani lack sophistication in the
species tend to specialize and develop
symbiotic relationships with one On Apishlun, I had a fruit that was the best
another. Ecologies develop complex thing I ever ate – sweet, juicy, with a faint
feedback mechanisms, bringing sta- tartness that went straight to the pleasure
bility to the living environment. This centers in my brain. I found it growing on a tree
process is usually halted by natural at the edge of some farmer’s field. When the
disaster – comet or asteroid strikes, farmer saw me eating it, he nearly blew a blood
massive volcanic eruptions, ice ages vessel. I thought I was in trouble until he
brought on by continental drift, and explained to me it wasn’t his fruit tree, it was
so on. After each mass-extinction just something that had been growing there. And
event takes place, the surviving the last time he’d checked, it was poisonous.
species are forced to start over from
scratch. – Sergio Alessandri, Free Trader (2165)

Apishlun has been almost free of
mass extinctions for a very long time.
It circles a tame K1 V star, has no
planetoid belts as neighbors, and is
protected from cometary intruders by
three large gas giants circling the
outer regions of the star system. While
there is some evidence of very old

108 THE KNOWN UNIVERSE

SHULULSISH

Port Government CR TL Trade WTN

E – 00 – –

X Caste 42 Ri 0.0

E – 00 – –

C Caste 2 6 Ag 4.0

A Caste 3 10 Ri 5.0

B Clan/Tribal 3 10 – 4.5

E – 00 – –

B Clan/Tribal 2 10 Ex Na Ni 4.0

E – 00 – –

B Feudal 6 7 – 4.5 ARKHAARU

B Caste 3 9 Ex Ni 3.5

A Feudal 6 10 – 5.0 DINGIR

B Feudal 6 7 – 4.5

A-N Feudal 4 10 – 5.5

E – 00 – –

B Feudal 2 6 Po 4.0

B Caste 6 10 – 5.0

B Feudal 2 7 Ri 4.5

A-N Theocracy 6 10 – 5.5

B Feudal 4 9 Ri 5.0

C Caste 0 8 Ex Ni 2.0

A Feudal 6 8 – 5.0

C Corporate 3 8 Ex Ni 3.0

E – 00 – –

B Feudal 3 10 Po 4.5

A Feudal 4 9 – 5.5

B Feudal 2 8 – 4.5

biological sciences. When they first as many distinct THALASSA
colonized the world, they simply species as Terra has had at any point
noticed that the biosphere was partic- in its history, so the project is poten- ignored by the Imperium. Aside from
ularly hospitable. They don’t realize tially huge – and so are the potential a small segment of the Rim Main,
that Apishlun is literally accommodat- profits. most of the region’s worlds are scat-
ing them, adapting at enormous speed tered, divided by jump-1 gaps that cut
to their presence and fitting them into DINGIR off the largest and slowest freighters.
the planet’s immense web of life. SUBSECTOR Trade and commerce have always
been relatively sparse. Today, of
A few Terran scientists have been Like the neighboring Apishlun sub- course, the region has suddenly
to Apishlun, and are trying to under- sector, this region was first settled by become important as a primary battle-
stand how the whole system works, kimashargur dissidents between A.D. ground in the wars against Terra.
and how it can work so quickly. One 800 and A.D. 1000. Dingir itself was Many of the subsector’s people, accus-
nagging problem is that any symbiotic the capital of a kimashargur “pocket tomed to living out from under direct
relationship involves a trade-off. The empire” that defied Imperial authority Imperial gaze, are resentful of their
speed with which the planet’s ecology for a few short decades. The region region’s new prominence.
can incorporate offworlders suggests has been pacified for centuries – but
that there is some advantage to it in with the wars against Terra ongoing, The Dingir subsector is sometime
doing so. What the Vilani might be many cracks are beginning to appear called “Smuggler’s Heaven” by Terran
giving up remains mysterious. in the facade of Imperial unity. Free Traders. Not only are many of the
region’s star systems thinly populated
For those not living on Apishlun, For centuries, the Dingir subsector and badly patrolled, but some mem-
the biosphere remains interesting if was a backwater, almost entirely bers of the local population enthusias-
only for the trade opportunities it rep- tically cooperate with Terran smug-
resents. The planet is a net exporter of glers. Many a Free Trader ship has
food, and a producer of luxury food- arranged to meet with a Vilani coun-
stuffs. Meanwhile, the extravagance of terpart in the outer fringes of some
Apishlun’s native life promises a vast local star system, exchanging contra-
number of biologically produced band. Of course, the Imperial Navy
chemicals and pharmaceuticals to has become aware of this practice,
whoever can get in and examine them and has stepped up patrols in the
in detail first. Biologists estimate that region.
the planet has more than 1,000 times

THE KNOWN UNIVERSE 109

DINGIR SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
Frozen +1 1 3.9 million
0921 Ensulur Im Barren (Rock) 2,800 0.37 – – Frozen +0 0 50,000
Normal +0 9 800 million
0922 Damakaa Im Barren (Rock) 1,900 0.19 – – Cold +0 0 400
Warm +0 8 610 million
0923 Kansara Im Garden 5,600 0.61 Standard 58% Cool +1 1 11 million
Cool +0 0 24,000
0924 Ginaa Im Garden 5,400 0.57 Very Thin 19% Infernal +0 0–
Frozen +0 0 6,500
0926 Ishumled Im-K Garden 5,400 0.68 Standard-T 72% Cold +1 8 780 million
7 370 million
0929 Saris Im Desert (Rock) 3,400 0.43 Trace – Hot +0 9 1.4 billion
Warm +0 0 15,000
1022 Khakushma Im Garden 4,800 0.67 Very Thin 46% Warm +0 0 11,000
Frozen +0 0 2,500
1024 Fomalhaut Im Greenhouse 7,900 1.17 Corrosive 83% Cool +0 1 2.4 million
Very Hot +1 7 48 million
1026 Khulampu Im Glacier 8,700 1.15 Suffocating 19% Normal -1 0 16,000
Frozen +0 9 1.0 billion
1127 Gashidda Im-K Garden 3,400 0.51 Standard 95% Cool +1 0–
Infernal +0 8 100 million
1129 Ishkur Im-K Garden 5,200 0.49 Standard 23% Tropical +0 0–
Chilly +0 -1 1,000
1222 DINGIR Im-K Garden 10,200 1.03 Dense 89% Frozen -1 9 630 million
Normal +0 0 600
1224 Kinunir Im Garden 5,000 0.48 Very Thin 16% Cool +0 -2 –
Infernal -2
1324 Shulgi Im Desert (Rock) 5,200 0.47 Trace –

1326 Shulgiili Im Pre-Garden 6,200 0.71 Suffocating 100%

1327 Enki Kalamma Im Barren (Rock) 1,900 0.17 – –

1424 Karkhar Im-K Garden 6,100 0.72 Standard-T 51%

1427 Shuruppak Im Asteroid Belt – –– –

1429 Iilike Im-K Garden 4,300 0.76 Thin 51%

1522 Altair Im Asteroid Belt – –– –

1523 Zaggisi Im Garden 7,200 0.97 Dense-T 88%

1526 Meshan Im Desert (Rock) 4,200 0.40 Trace –

1529 Markhashi Im Barren (Rock) 2,900 0.20 – –

1530 Shulimik Im-K Garden 7,000 1.04 Dense 32%

1622 Apishal Im Garden 6,000 0.70 Very Thin 29%

1629 Sirius – Asteroid Belt – –– –

1222 Dingir were ever to start cracking down on armada moving down the Corridor,
trade from the Confederation, Dingir there was no way to reinforce Meshan,
Contesting Shulgiasu for the title is likely where they’d start. The colony was helpless when a Vilani
of most important Vilani world in the squadron jumped into the system
province, Dingir is a major destina- 1526 Meshan looking for elements of the Terran
tion for Terrans heading into the
Imperium. Epsilon Indi has always fleet.
been a top candidate for life Of course there was
The planet is large, and relatively near Earth, and it was nothing to find, but just
close to its primary. Its multiple conti- intensely studied even to be on the safe side
nents are small and evenly distributed, before the Terran inven- the Vilani command-
which allows warm ocean water to cir- tion of the jump drive. er dropped a nuclear
culate from the equator to the poles Life was never found warhead on the
with ease. Dingir has no ice caps, there until the system was colony’s landing field.
despite being only marginally warmer examined up close and 90% of the Terran
than Terra. Meshan was discovered. An
inhospitable place, far enough colonists were killed
With many continents, Dingir is from its sun to be cooler than Earth, it immediately; with the
also interesting because it is relatively still had developed some primitive colony’s infrastructure de-
decentralized for a Vilani world. photosynthesizing life. stroyed, most of the rest followed in
Cities are dotted all over the planet, the next few weeks. With the Siege of
and starports serve many of them, After the Second Interstellar War, Terra underway, it was three months
rather than the usual “one world, one the Confederation decided to place a before a relief expedition could be
main starport” rule followed in the colony on the planet. Although there mounted – in fact, the Confederation
Imperium. As the Dingiri are also was no direct access to Meshan except didn’t even know the colony had been
kimashargur, they’re a little more flex- through Imperial space, the choosy destroyed until the siege was lifted.
ible than most Vilani. Smuggling is Vilani had never settled the planet. When the relief force finally did arrive,
rampant, and fortunes can be made. Hence the Confederation felt free to the last few hundred survivors were
place a colony there. evacuated.
Balancing this is Dingir’s status as Since then, the system has been a
the local Imperial naval depot. There At the outbreak of the Third no-man’s land. The Confederation has
are always a large number of Vilani Interstellar War, however, the planet’s considered rebuilding the colony, but
military ships in-system, and these isolated position proved a terrible until the planet’s position is less
are often deployed to patrol for liability. With Kadur Erasharshi’s strategically vulnerable those plans
unauthorized trade. If the Imperium

110 THE KNOWN UNIVERSE

URIMA

Port Government CR TL Trade WTN

B Caste 1 10 Ex Na Ni 4.0

C Caste 0 10 Ex Ni 3.0

A Feudal 5 8 Ri 5.0

C Corporate 0 8 Ni Po 2.0

A Caste 2 9 – 5.0

B Feudal 6 8 Ex Na 4.0

B Corporate 1 8 Ni 3.0

E – 00 – –

C Corporate 2 9 Ex Ni 3.0

A-N Feudal 6 10 – 5.0

B Theocracy 6 5 – 4.0 APISHLUN

A-N Feudal 6 10 – 5.5 SOL

C Caste 1 8 Ni Po 3.0

C Corporate 1 8 Ex Ni 3.0

D Corporate 0 10 Ex Ni 2.5

C Caste 6 10 Ex Na Ni 4.0

B Feudal 5 9 – 4.5

C Caste 3 10 Ex Ni 3.0

B Theocracy 6 6 – 5.0

E – 00 – –

B Feudal 6 8 – 4.5

E – 00 – –

C Caste 2 8 Ex Ni 2.5

B Feudal 4 9 Ri 5.0

D Caste 2 8 Ni Po 2.0

E – 00 – –

will have to wait. The destruction of CAPELLA
Meshan still rouses anger in many
people, but it was only one of many Sirius doesn’t even qualify as the armpit of
terrible events to happen during the the universe. You gotta have something there to
Third Interstellar War. qualify for “armpit.”

Epsilon Indi has a distant brown – Able Spacehand Martin Baker,
dwarf companion, some 1500 AU Terran Navy (2163)
away. The dwarf is surrounded by a
thick belt of gas and rock, baked by its refuel at Sirius – traffic crossing the Sirius has no permanent habita-
infrared radiation. As one of the clos- system must carry extra fuel to dou- tion, as there’s simply nothing there
est brown dwarfs to Terra, it is studied ble-jump, bring tanker ships, or spend to permanently inhabit. Both sides
intensely by Confederation scientists. months searching for an icy body in patrol the system periodically, watch-
Given the tensions along the border, the outer star system. ing for a buildup of forces. Each of
however, there is no permanent instal- the last two wars involved strikes
lation in orbit, and exploratory ships Under normal circumstances, the through this system, so any move-
are always accompanied by Terran system would be ignored, but in the ment is viewed with suspicion.
military backup. current situation Sirius is of consider- Rumor has it that the Confederation
able strategic value. It is one of the two government is considering towing an
1629 Sirius “choke point” systems that stand Oort cloud object closer into the star,
between Imperial and Terran space to use as a watch post and refueling
The brightest star in Terra’s sky is a (Nusku being the other). The depot. Naturally, any such move is
lonely and desolate place up close. The Confederation must defend the Sirius- likely to meet with severe Imperial
system is eternally blasted by its bril- Procyon “bridge,” just as it must disapproval.
liant white primary star, and was defend the Corridor stretching from
severely disrupted in the past by the Nusku to Barnard’s Star.
white dwarf companion as it passed
through the red giant stage. Little can
be found except a few thousand boul-
der-sized chunks of refractory rock
and metal close to the primary, and a
once-melted cloud of icy bodies in the
far outer system. It is difficult even to

THE KNOWN UNIVERSE 111

SOL SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
Warm +1 10 1.1 billion
1822 Nusku Te-V Garden 5,300 0.59 Standard 86% Normal +0 7 42,000
Normal +1 10 12 billion
1824 Agidda Te Garden 8,800 1.08 Standard-T 20% Warm +2 2 11,000
Infernal +0 0 1,200
1827 TERRA Te Garden 7,900 1.00 Standard 72% Chilly +0 8 240,000
0 450
1830 Procyon Te Desert (Rock) 3,700 0.37 Trace – Hot +0 9 850,000
Tropical +0 0 13,000
1926 Barnard Te Barren (Rock) 2,000 0.14 – – 6 25,000
Cold +0 1 10,000
1929 Junction Te Garden 8,800 1.00 Standard-T 51% Very Cold +0 9 140,000
0–
2021 Ishimshulgi Te Barren (Rock) 1,700 0.15 – – Frozen +1 0 2,500
Normal +0 0–
2027 Prometheus Te Garden 7,400 0.93 Dense 49% Frozen +0 1–
Frozen +0 8–
2028 Peraspera Te Pre-Garden 7,400 0.84 Toxic 24% Frozen +0 1 10,000
Very Cold +1
2029 Midway Te Garden 6,300 0.73 Dense-T 89%
Cool +0
2030 Hades Te Garden 4,400 0.72 Very Thin 12% Cold +1

2121 Lagash Te Garden 5,900 0.60 Standard 68%

2222 Ninkhur Sagga – Glacier 9,700 0.98 Suffocating 24%

2227 Ember Te Desert (Rock) 3,600 0.33 Trace –

2228 Loki Te Subgiant 8,700 0.95 Corrosive 100%

2323 Mukhaldim – Garden 4,900 0.47 Very Thin 28%

2325 Kaguk – Garden 6,200 0.74 Thin-T 84%

2330 Dismal Te Desert (Rock) 4,300 0.40 Trace –

SOL order to reach the rich worlds that are 1822 Nusku
SUBSECTOR believed to lie beyond.
Nusku orbits 61 Cygni A, a slightly
Heart of the Terran Confederation, The Terran population of the variable K5V star 0.29 AU away. The
the Sol subsector includes Terra itself region is still almost entirely located night sky is spectacularly lit up by 61
and most of the earliest Terran colony on Terra itself. The so-called Cygni B (named Anlagar in Vilani),
worlds. As such, the region has been “Outback” worlds to rimward and which is currently some 87 AU away.
the main battlefield for the first few trailing are home to small industrial Anlagar is much too distant to con-
wars against the Imperium. With the outposts and colonies; many of these tribute any warmth to the planet, but
recent conquest of Nusku, however, are growing rapidly, but none of them it is a dazzling point of orange light in
the Terrans are hoping to push the contribute significantly to the Terran the sky for much of the year, easily vis-
battle back into Imperial territory. economy as yet. The character of these ible during the day as well as at night.
colonies is widely varied, from the
Aside from Nusku, one of the last sophisticated European-flavored tech- With more than a billion citizens,
great kimashargur settlements, Vilani nocracy of Prometheus to the wild Nusku has the second-largest popula-
colonization of the region has always anarchy of the Ember outpost. tion in the Confederation. Its techno-
been sparse. Over the centuries a few Fortunes and reputations can be made logical base is consistent throughout
expeditions have ventured into the – or lost – in this booming colonial the planet, and is more advanced than
subsector from time to time, the most community. the average on Terra itself. These are
recent of these being the venture that ideal conditions for industrial
contacted Terrans at Barnard’s Star at development; the Confederation has
the beginning of the Interstellar Wars
era. But these expeditions never
stayed for long, nor did they establish
permanent colonies.

Under saarpuhii Kadur Erasharshi,
a series of Vilani outposts was estab-
lished on the worlds of the “Lagash
Trace” trailing from Nusku – but these
outposts, too, were abandoned after
the Third Interstellar War. Rumor has
it that the Vilani established a great
cache of high-technology goods and
equipment on one of those worlds.
Although the rumor makes little sense,
this has not stopped treasure-hunters
from investigating. The Confederation
is hoping to use those worlds for a
more practical purpose – exploring
across the jump-3 gap to trailing, in

112 THE KNOWN UNIVERSE

DUUSIRKA

Port Government CR TL Trade WTN DINGIR ARCTURUS
A-N RepDem 5 10 – 5.5
D RepDem 6 6 Ni 2.5
A-N RepDem 6 9 – 6.0
C RepDem 1 10 3.0
B Corporate 4 10 Ex Ni 3.0
C RepDem 6 6 Ex Ni 3.0
D Corporate 0 9 2.0
B Technocracy 3 10 Ni 4.0
C Corporate 5 9 Ex Ni 3.0
E Technocracy 4 5 2.0
C AthDem 2 9 Ni 3.0
C AthDem 2 6 Ex Ni 3.0
E– 0 0 –
D Anarchy 0 10 Ni 2.5
E– 0 0 Ni Po –
E– 0 0 –
E– 0 0 Ni –
D AthDem 2 8 – 2.5
Ex Ni



Ex Ni

been deliberately converting Nusku 1824 GEMINI
from a nondescript Vilani world into Agidda
an industrial powerhouse. The Vilani outpost was deliberately
Agidda will destroyed as the Imperium withdrew
The kimashargur Vilani who inhab- long be remem- from the Terran advance, so the
it the world have taken up Terran bered as the Terran Agidda colony had to start
notions of progress and science with a first world taken from scratch. The planet is only mar-
vengeance, and annual economic from the Vilani. ginally habitable – tidally locked, it is
growth has been greater than 10% Barnard was only nearly bereft of life as its primary
ever since the Confederation took formally claimed by (Ross 154) occasionally flares and
over. Pre-conquest industries, includ- the Imperium after does severe damage to the day face of
ing the superb local shipyards, have Terrans first visited, so its integration the planet. The highest native life
been restored to service and are into the Confederation was relatively forms are bacterial mats in the ocean
expanding rapidly. An extensive naval unimportant in the grand scheme of shallows, and the level of oxygen in
base has been constructed. Major things. Agidda, on the other hand, had the air is too low for Humans to
shipping lines are popping into exis- been colonized by kimashargur Vilani breathe without artificial aid.
tence on a yearly basis solely to serve around A.D. 1100. While the outpost
Nusku, and the right cargo at the right eventually became decrepit, a waypoint
time can make a trader’s fortune. leading nowhere, it was a part of the
Imperium for several hundred years.
Naturally, this white-hot economic When Agidda was handed over to the
boom has attracted Terran immigrants Terrans at the end of the Second
in huge numbers. More Terrans Interstellar War, it was the first indica-
migrate to Nusku each year than to all tion that Terra could truly advance
of Terra’s other colony worlds put against the might of the Ziru Sirka.
together. Of course, this migration has
yet to disturb the demographic bal- Nusku’s a nice world. You get the best of
ance of the planet – over 95% of the Vilani and Terran societies working together, and
population is still pureblooded Vilani. it’s clean, efficient, and quiet. People are friendly,
the kids are well dressed. Place drives me nuts.
As important as the Terrans have
been to Nusku, Nusku has had a near- – Bill Rodriguez, Nusku colonist (2165)
ly as great an effect on Terra. For the
first time, Terran industry has been
able to examine Vilani technology and
techniques as a whole – rather than
something traded for or acquired in
bad condition after a battle. Important
discoveries are being made every
month, as legions of investigators and
intelligence operators pore over
Nusku’s factories and databases.

THE KNOWN UNIVERSE 113

Agidda’s main importance is its Looking Home
strategic location – it sits on the
Corridor between Terra and Nusku, Visitors to Alpha Centauri are often curious to find Sol in
and can serve as an outer picket of Prometheus’ sky. As it happens, so are the Prometheans, and even young
Terra’s home defense. A great deal of children will be able to point it out if asked.
transit traffic comes through the star
system, and the colony is primarily The plane of the system’s orbits faces Sol almost head on, so the Sun
designed to provide services for this can’t be seen from the European settlements. In the north, however, it
traffic. As usual, the Confederation is is visible high in the sky for the entire year, about 15º from the celestial
strapped for solars (p. 142) in its con- pole. It is the fourth brightest star in Prometheus’ sky, and adds an extra
tinuing effort to colonize and other- “leg” to the constellation Cassiopeia (which otherwise looks much the
wise upgrade everything in sight, so same on Prometheus as it does on Terra).
Agidda’s Crimson Down starport is
still quite primitive. As Nusku swells To the naked eye, of course, there is no sign that Sol has any planets.
in importance, the Agidda colony will
doubtless grow and modernize. Unlike better worlds that are further 2027 Prometheus
out, it has been surveyed completely,
1929 Junction and exploitation of its resources was The Prometheus colony was
under way even before more distant Terra’s first, founded by the ESA even
Next to Prometheus (and discount- planets were discovered. As a virgin before the discovery of the jump drive.
ing Nusku), Junction is the Terran world, Junction still has easily accessi- It is the most heavily populated of all
Confederation’s most populous ble stocks of rare metal ores and native-Terran colonies, and is expect-
colony. Although the planet resembles petrochemicals, and arable land to ed to pass one million citizens in the
Terra in several respects, it is not a help feed Terra’s billions. While their next few years. In 2122 it had the
particularly hospitable world, and it is world is far from perfect, Junction’s honor of being the first interstellar
likely that many of the next wave of inhabitants make the most of its nation admitted to the United
colonies will surpass it. proximity to a market of billions. Nations, and the Republic of
Prometheus was a founding member
Junction’s primary hazard is the 0210 Procyon of the Terran Confederation. It still
atmosphere itself. It is composed of maintains a European character, but
the usual mix of oxygen and nitrogen Procyon’s sole inhabited world is a Humans of all types – even Vilani
found on terrestrial worlds, and is Mercury-sized ball of rock that would immigrants – can be found in the
even of approximately the same densi- be uncolonized even by the non-dis- colony.
ty as Terra’s. However, the planet is criminating Terrans if it weren’t for its
deep within an ice age caused by a location. One jump from the Sirius Prometheus orbits Alpha Centauri
deficit of carbon dioxide in the air. system, Procyon is the shield between A closely enough to receive somewhat
This lack has varying effects on differ- the Imperium and Terran colonies as more stellar radiation than Terra does
ent people, but it is common to expe- far away as Ember and Forlorn. from Sol. This makes the world quite
rience dizziness, disturbed breathing, warm. The equatorial regions are
and sleeping difficulties. Over time the Procyon is hardly a colony at all, nearly uninhabitable, so settlements
symptoms get stronger, so people liv- but rather an oversized military instal- tend to cluster around 60° north and
ing on Junction prefer to live in lation. Next to Nusku, it has the south latitude. The southern zone is
enclosed habitats with the right largest standing fleet of any the home of the original European
amount of carbon dioxide introduced Confederation system, and patrols colony, while the northern zone is
into the air. When he goes outside, a from there are launched towards more recently settled and much more
citizen will wear a small remixer mask Sirius on a weekly basis. Everyone mixed. Grav transports shuttle
that retains enough CO2 to make up living on Procyon is either military between the two regions several times
the difference. personnel or just passing through. a week.

The planet is also tidally locked to So far as anyone can tell, Procyon The entire Alpha Centauri star sys-
its red dwarf primary. Despite the con- has no value at all except for its strate- tem has a high concentration of met-
stant mixing of the atmosphere and gic importance. The world has been als, as much as twice that of Sol, so
oceans, temperatures can get too high examined fairly extensively in the Prometheus is rapidly becoming a
or low for comfort away from the twi- hopes of making it a little more self- major mining center. It’s cheaper to
light zone. People do venture out into supporting, but nothing valuable has get basic metals like iron and nickel
the “hotback” and “coldback,” but ever turned up. On the other hand, from asteroids, but in cases where vul-
such expeditions require preparation. Procyon shrunk considerably as it canism and water can help concen-
So far, all colonization ventures have cooled, and the surface is very trate the metals (for example, gold,
stuck to the band of relatively pleasant cracked and jumbled. It is difficult to copper, and palladium), Prometheus is
territory in between. say for certain that there isn’t some- turning up sites richer than anything
thing worthwhile down in the many ever found on Terra.
Of course, Junction is the second- crevasses that cross the planet’s
closest reasonably habitable world to surface. The system’s most unusual feature
Terra (again behind Prometheus). is its companion stars. Swinging in

114 THE KNOWN UNIVERSE

and out from 11 to 36 AU over the current masters of this technology, but “stepping-stone.” Ember is a dead
course of 80 years, Alpha Centauri B they are more focused on dealing with end, more than two parsecs from any-
is a spectacular sight, far brighter vacuum conditions. The Vilani have thing further out, and was officially
than Luna in Terra’s sky and packed never developed the technology to deal abandoned years ago.
into a smaller disk. Despite its impres- with unbreathable atmospheres for
sive appearance, it is too distant to extended periods of time without Still, the economic and military
affect Prometheus’ climate in a way cheating – bringing in oxygen and buildup of the Confederation is so
noticeable without instruments. other supplies from off world. intense that some people see worth in
Confederation scientists are hoping to Ember. Ember orbits 23 AU from its
Naturally, B draws a lot of atten- come up with systems that will let twin primaries, and most of the time its
tion from tourists, but a tradition has them live on worlds like Peraspera self- surface is completely frozen. However,
grown up that an immigrant isn’t real- sufficiently. If nothing else, it would let the smaller of the two primaries is a
ly a Promethean until he’s seen them tuck away military installations flare star, and leaps to five times its nor-
Proxima with the naked eye. Dim and where the Vilani would never find mal brightness every now and then.
far more distant, Proxima is only just them, since no supply traffic would Ember is still frozen at these times . . .
visible near the Pleiades. The new- give them away. but less so than usual. During flare
comer’s friends will take him out one episodes, complex molecules like ethane
night specifically to take a look, and The other main group is com- and acetylene can form in the nearly
binoculars are available if needed posed of scientists interested in mak- oxygen-free conditions. These are valu-
(though the guest of honor can expect ing Peraspera and many other able feed stocks for several industrial
ribbing if they have to be used). worlds habitable in the long run processes, so something more than
through terraforming. The planet 1,000 independent miners and explorers
2028 Peraspera bears a resemblance to Terra more can be found on the planet at any given
than a billion years ago, and natural time, scooping up the chemicals once
Arguably the oddest Terran colony, processes will probably turn it into a the flare is over and they freeze solid.
Peraspera is a gigantic laboratory, good analog of the Terran home-
home to 13,000 personnel in one world some day. The terraforming Flare times can be very dangerous,
installation. All are dedicated to vari- researchers are interested in speeding not least because there’s no way to
ous projects that are made easier by up that process – but it’s not yet clear predict when they will occur. Ember
the planet’s odd environment. just how quickly the transformation has multiple locations where large
might be accomplished. water ice plateaus poke up above the
Life has not yet evolved on landscape. Prospectors rest on these
Peraspera, so the atmosphere is a 2227 Ember safe havens while a flare is going on –
choking mixture of nitrogen, nitrogen despite the increased temperature,
oxides, carbon dioxide, and various Ember is a singularly unpromising there’s no chance of water ever melt-
sulfurous gases. Most people studying world, inhabited by Terrans only in ing on Ember. Once the flare is over,
the planet are interested in life sup- their desperate desire to expand away however, their crawlers must descend
port under these conditions, either from the Imperium. Smaller than to the plains and begin their mining. If
short term or long. Luna, and with nearly no atmosphere, they’re trapped out in the open when
it was originally intended as a step- another flare hits, they risk being
The “short-termers” are experts in ping-stone into space to trailing. mired in slushy swamps, or even com-
the field of actual life support, Unfortunately neither it nor its near- pletely submerged in a hydrocarbon
mechanical systems that allow people by brother Loki was near another lake, to be entombed when things
to live in buildings plunked down in freeze up again.
unbreathable air. The Suerrat are the

THE KNOWN UNIVERSE 115

THALASSA SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
1–
0136 (Unexplored) – Garden 6,800 0.70 Very Thin-T – Tropical +1 5–
0–
0138 (Unexplored) – Garden 8,300 1.06 Thin-T 40% Very Hot +0 8–
––
0231 (Unexplored) – Desert (Rock) 4,000 0.36 Trace – Cold +0 ––
––
0233 (Unexplored) – Garden 4,400 0.72 Standard 68% Cool -1 2–
0–
0237 (Uncharted) – – – –– – –– 7–
7–
0239 (Uncharted) – – – –– – –– 0–
2–
0240 (Uncharted) – – – –– – –– ––
––
0331 (Unexplored) – Barren (Rock) 800 0.04 – – Frozen +2 0–
0–
0332 (Unexplored) – Desert (Rock) 4,000 0.38 Trace – Very Cold +0 8–
0 500
0335 (Unexplored) – Garden 6,100 0.90 Standard-T 83% Warm -1 -1 –
––
0432 (Unexplored) – Garden 5,000 0.67 Standard-T 100% Chilly +0 ––
7 11,000
0434 (Unexplored) – Desert (Rock) 6,000 0.67 Trace – Frozen +0 7 58,000
7–
0437 (Unexplored) – Barren (Rock) 2,100 0.12 – – Frozen +2

0438 (Uncharted) – – – –– – ––

0440 (Uncharted) – – – –– – ––

0532 (Unexplored) – Garden 5,200 0.53 Very Thin 16% Normal +0

0533 (Unexplored) – Desert (Rock) 2,700 0.12 Trace – Frozen +0

0536 (Unexplored) – Garden 6,300 0.86 Dense-T 62% Normal +0

0632 Sionnach Te Garden 4,800 0.61 Very Thin 30% Cool +0

0637 (Unexplored) – Desert (Rock) 3,800 0.36 Trace – Frozen -1

0639 (Uncharted) – – – –– – ––

0640 (Uncharted) – – – –– – ––

0832 Wallach Te Garden 4,300 0.70 Standard-T 83% Tropical -1

0833 Thalassa Te Garden 4,300 0.76 Dense 98% Cold +0

0835 (Unexplored) – Garden 6,100 0.68 Thin 94% Warm +0

THALASSA region; explorers are advised to be 0632 Sionnach
SUBSECTOR well armed to avoid tempting their
colleagues into piracy. The newest of Terra’s colonies,
Months from Terra by starship Sionnach is the spearhead of explo-
and cut off by the rimward edge of 0231 Unexplored ration into the Thalassa subsector.
Imperial territory, the Thalassa sub- Though this region is not as rich in
sector would be of little interest This as-yet-unnamed world has habitable worlds as the Near Boötes
except for a quirk of astrography. The only been visited once to date, and due Cluster, Sionnach sees a steady stream
Saris-Yenisei “bridge” (p. 118) gives to its distance from Terra it will likely of ships passing through from
Terran explorers access to the region, remain uninhabited for some time. Chrysolite via Wallach and Thalassa.
which has never even been charted by
the Vilani Imperium. The first Terran Reports from the crew of the Sionnach itself is not much of a
outposts have been established in the Bougainville, the one ship to travel prize, once one gets past its location.
subsector, and exploration of the through the system, indicate that life The atmospheric pressure is less than
more distant worlds is already under here is very unusual. The planet is 40% of Earth’s, making it unbreath-
way. small, and has lost nearly all of its able even though the air is half oxygen.
water and air to space. In its early The Confederation has been deliber-
In fact, most of the worlds of this days, life presumably evolved as nor- ately recruiting colonists from the
subsector have been explored only mal, but now it is fighting a rearguard Bolivian Altiplano on Terra, as they are
superficially, and many have been action against extinction. adapted to similar conditions, but even
covered by nothing but a short orbital they are unable to stay outside more
survey. The Confederation govern- On the surface, the sole life is found than a few hours without a pressure
ment is far too short-handed to at cave mouths, a single species of plant mask. Most visitors will likely faint
mount an intensive exploration of the that releases water to freeze and seal within a few seconds.
region, so private adventurers are off the entrance while still allowing
being recruited to do the job. From light in for photosynthesis. These Despite this failure, the
the new colony on Thalassa itself, plants can grow to great lengths down Confederation continues to build up
exploration ships are slowly fanning into the caverns, and apparently are the Sionnach. A scientific institute is due
out across the region, making maps, basis of a cave-dwelling ecology. The to open in the next year, with the
performing surveys, and staking explorers from the Bougainville report intent of studying the effects of low-
claims for various factions back on that the cave systems are damp, with but-not-impossible atmospheric pres-
Terra. With the Confederation gov- large lakes here and there, containing sures on other kinds of Terran life.
ernment so distant, a “Wild West” fishlike animals. The atmospheric pres- The hope is that it may be possible to
atmosphere has settled over the sure inside is also considerably higher engineer food crops that can handle
than on the surface. low oxygen levels in otherwise

116 THE KNOWN UNIVERSE

APISHLUN

Port Government CR TL Trade WTN UNCHARTED CAPELLA
E – 00 – –
E – 00 – –
E – 00 – –
E – 00 – –
– – –– – –
– – –– – –
– – –– – –
E – 00 – –
E – 00 – –
E – 00 – –
E – 00 – –
E – 00 – –
E – 00 – –
– – –– – –
– – –– – –
E – 00 – –
E – 00 – –
E – 00 – –
D Anarchy 0 8 2.0
E – 00 Ni Po –
– – –– – –
– – –– – –
C RepDem 4 7 – 3.0
C RepDem 4 10 Ni 3.0
E – 00 Ni –


hospitable environments. If success- came to the UNCHARTED
ful, this will open up more worlds for conclusion that
colonization, so the Confederation is contamination by stable, if simple, ecological web con-
putting forth as much effort as Terrestrial bacteria sisting mostly of bacteria and plank-
possible so far from Terra. was the cause. Designed by an extra ton, with a few small fish species as
3.5 billion years of evolution to break well. Now that that has been estab-
There are rumors that several down tough organic tissues like cellu- lished, the next step is to start intro-
Vegans have been invited to join the lose and keratin, these bacteria were ducing larger and larger animals, up
project, as the worlds they prefer are now quite efficiently destroying the to sharks and whales, all the while
not that different from Sionnach. primitive Thalassan life forms. working endlessly to keep the system
in control.
0833 Thalassa Over the next few decades, several
attempts were made to reverse the About 5,000 of the planet’s popula-
One of the three Terran outposts in process, but – were successful. In 2164, tion are actively involved in the
the subsector, Thalassa is in the mid- the planet was officially turned over to process, while the rest are colonists of
dle of an ecological catastrophe a coalition of scientific research units a more traditional stripe. The planet’s
caused by contact with Terran working on the problems of terraform- few islands are rich with volcanic ash
lifeforms. ing. Native Thalassan life is now found that can be turned into soil with the
only in extremely harsh environments right “starter” mixture of Terran soil
The planet was first surveyed in at the ocean bottoms, where their and organisms. Already, several of the
2128 by the Terran jump-2 ship Argo, destroyers can’t go, so the new caretak- largest islands have been settled, and
on one of the first exploration mis- ers have decided to introduce Terran the long process of making the planet
sions into this subsector. They found a lifeforms into the biosphere. With pre- self-supporting has begun.
water world, with the only significant viously existing oxygen in the air and
land mass buried under ice at the liquid water in abundance, Thalassa is Thalassa is sufficiently far off nor-
south pole. Thalassa was about 700 considered a much easier job than mal trade routes that few ships visit,
million years old, and had recently Mars (the other Confederation world and in any case the current colony’s
developed basic multicellular life. The being terraformed), and it is hoped that sole possible export is low-value bulk
planet was noted as a potential colony what can be learned from the process foodstuffs. However, the Coalition sci-
world, and then the Argo moved on. here will help on the Red Planet and entists are usually well paid by their
elsewhere. offworld employers, and are desperate
When the next ship arrived six for consumer goods and equipment
years later, it was obvious that In the six years since taking cus- imported from elsewhere.
something had happened – Thalassa’s tody of the planet, the Thalassan
formerly stable biosphere was in full Coalition has managed to produce a
collapse. A six-month investigation

THE KNOWN UNIVERSE 117

CAPELLA SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
0 1,300
0931 Yenisei Te Barren (Rock) 800 0.05 – – Frozen +0 1–
8 52,000
0938 (Unexplored) – Asteroid Belt – –– – Infernal +1 5 10,000
9–
1032 Chrysolite Te Garden 5,100 0.51 Thin-T 72% Warm +1 10 –
0–
1034 Tunguska Te Garden 4,700 0.65 Thin 9% Very Cold +0 7–
0–
1035 (Unexplored) – Garden 4,300 0.70 Standard 82% Normal +0 0–
6–
1136 (Unexplored) – Garden 6,800 0.84 Dense 50% Normal +1 9 140,000
9–
1137 (Unexplored) – Desert (Rock) 3,800 0.43 Trace – Very Cold +0 8–
0–
1140 (Unexplored) – Garden 9,300 1.06 Standard-T 64% Normal -1 7–
10 –
1234 Luuru – Subgiant 9,100 1.20 Corrosive 71% Frozen +0 9–
2–
1237 (Unexplored) – Desert (Rock) 4,300 0.38 Trace – Frozen +0 1 10,000
2–
1239 (Unexplored) – Garden 6,200 0.68 Thin-T 71% Hot +0 6–
9–
1332 Mirabilis Te Garden 4,300 0.70 Thin 31% Normal +1 8–
0–
1337 (Unexplored) – Garden 4,400 0.78 Dense 72% Warm +0

1339 (Unexplored) – Garden 7,300 0.93 Standard 96% Warm +0

1340 (Unexplored) – Garden 4,900 0.50 Very Thin-T 16% Very Cold +0

1435 (Unexplored) – Garden 6,900 0.87 Thin 91% Chilly +0

1437 (Unexplored) – Garden 7,300 0.85 Standard 32% Normal +1

1439 (Unexplored) – Garden 8,100 1.07 Dense 74% Cool +0

1440 (Unexplored) – Asteroid Belt – –– – Infernal +2

1533 Sarpedon Te Desert (Rock) 3,000 0.24 Trace – Frozen +1

1537 (Unexplored) – Desert (Rock) 3,400 0.38 Trace – Cold +2

1538 (Unexplored) – Garden 8,400 1.19 Very Dense 96% Very Hot +1

1540 (Unexplored) – Garden 7,400 0.84 Thin 50% Cool +1

1636 (Unexplored) – Garden 4,400 0.75 Thin 56% Normal +0

1637 (Unexplored) – Barren (Rock) 2,000 0.11 – – Frozen +0

CAPELLA The main thrust of exploration in disappearing into space a molecule at
SUBSECTOR this area is to rimward and trailing of a time, is saturated with water.
the “bridge,” toward a rich grouping
Rimward of Terra and the of stars called the Near Boötes Cluster. This condition makes the planet’s
Imperial border is a jump-3 gap, It is already known that this cluster skies a place of astonishing beauty
uncrossable by starships using cur- contains a surprising number of rich and violence. Thunderheads rear 50
rent technology. The only break in garden worlds. Direct exploration of or more miles up, ultraviolet light
that gap is between Saris (in the these worlds is under way, with both smashes water vapor into its compo-
Dingir subsector) and Yenisei (in the Confederation and private expeditions nent ions, and enormous lightning
Capella subsector), which are only taking part. The Confederation’s long- bolts bring them back together. The
two parsecs apart. The Vilani have range colonial plan includes intensive ground is often pelted with raindrops
never taken advantage of this “bridge” settlement of the cluster over the next the size of a man and hail the size of a
to explore or colonize to rimward – century or so. fist – only the world’s warm climate
which leaves the Capella subsector keeps the latter from being even bigger.
open for Terran expansion. It is known that several “generation The landscape is scarred by erosion,
ship” expeditions, sent out in the mid- and the oceans are brown with silt.
Since the end of the Third 21st century, headed in this direction
Interstellar War, the Confederation from Terra. Reopening contact with Naturally, all of this has put off the
has invested considerable resources these long-lost colonists would be a Terran Confederation, as Chrysolite is
in exploring and colonizing past the great coup, even if it had little effect a necessary stopping point between
Saris-Yenisei “bridge.” Several Terran on the course of the conflict with the the Sol subsector and the Near Boötes
colonies have been established in the Imperium. Cluster, or to Sionnach and the
region, providing a base for explo- worlds of Thalassa subsector. As of
ration to rimward. From here, it 1032 Chrysolite 2170, 52,000 people call the planet
appears that Terran expansion can home, and for the last 10 years it has
continue almost indefinitely, so the One of the most ancient worlds been the informal home base for
venture is regarded as a long-term known, Chrysolite is over seven bil- Terran explorers in the region. In par-
investment in the future of Terran civ- lion years old. Its sun is now at the ticular, a bar named The Golden
ilization. Even if the Vilani should hottest point in its history, and the Stone (in Mesa, the planet’s only large
conquer Terra, it seems unlikely that planet is so warm that its oceans are town) has become famous as a place
they would pursue every Terran evaporating. Chrysolite’s “cold trap,” where men and women rest who’ve
colonist to the edge of the galaxy. the upper part of its atmosphere that been the first Humans to see some
has until now kept its oceans from part of the universe.

118 THE KNOWN UNIVERSE

DINGIR

Port Government CR TL Trade WTN THALASSA GEMINI
C Corporate 2 10 Ex Ni 3.0
E– 0 0 –
B RepDem 5 10 – 3.5
C AthDem 4 9 Ni 3.0
E– 0 0 Ni Po –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
B RepDem 6 10 – 4.0
E– 0 0 Ni Po –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
C Technocracy 0 9 – 3.0
E– 0 0 Ex Ni –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –


1034 Tunguska the next planet UNCHARTED
out. The planet
Anyone looking at this world from itself is a nonde- of whatever those might have been.
orbit understands its name when the script Mercury-sized The artifact hasn’t been dated, mostly
Yin Crater rotates into view. One hun- hunk of rock, but its “moon” is an arti- because without knowing its composi-
dred miles in diameter, it lies on the fact of some sort, named the Litchford tion it is impossible to know what
edge of one of the planet’s oceans, tak- Remnant after its discoverer. tests to use. It has been scratched with
ing a huge bite out of the adjoining very high-powered lasers, and the
continent. The Remnant is a vaguely rib- resulting puffs of gas suggest it is an
shaped piece of extremely hard arrangement of boron, silicon, and
The impact occurred 100,000 ceramic, 300 feet long and 20 feet carbon. Figuring out exactly how the
years ago, and Tunguska is still recov- thick, broken at one end. Inscribed all atoms hold together and produce the
ering from the ensuing mass extinc- over its surface are lines that bear a Remnant’s incredible hardness is
tion. Life on land is impoverished; no resemblance to large-scale computer beyond Confederation technology.
land-animal species is larger than a circuits, but only the lines and the
domestic cat, and every species is slightest traces of germanium are left
genetically homogeneous, descended
from a few survivors of the asteroid The Green Badge
strike. The oceans are better off, but
still depleted. Terran colonists are Chrysolite is named for a cheap green gemstone that can be found in
bringing plant and animal species quantity around the shores of the small lake next to Mesa. Terran explor-
with them in the hopes of integrating ers based on the planet have been using the stones to distinguish them-
them with the local biosphere while it selves from “ordinary people” for several years now. On returning to
is already in the process of adapting. Chrysolite, any person who was the first Human ever to step onto a plan-
With any luck, a hybrid will develop et receives a half-inch flat oval of the green-and-yellow-streaked stone to
that is very hospitable to Humans. wear. The badge can be set in a ring, a brooch, a pin, an earring, or any-
thing else – the exact location is left up to the explorer. Although chryso-
1337 Unexplored lite is only a semiprecious stone, the badges have entered Terran folklore;
genuine examples are priceless. Only 27 exist, and the owners of six are
Visited only twice so far by any missing or dead.
Terran explorers, this system contains
a very promising terrestrial world that
is targeted for the next wave of colo-
nization. The most unusual thing in
the system, though, is in orbit around

THE KNOWN UNIVERSE 119

GEMINI SUBSECTOR DATA TABLE

Hex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population
7 32,000
1732 Ys Te Garden 7,700 0.98 Thin-T 72% Tropical +0 -1 –
8–
1736 (Unexplored) – Desert (Rock) 3,600 0.33 Trace – Very Cold -1 1–
––
1738 (Unexplored) – Garden 2,300 0.18 Standard 98% Warm +0 9 48,000
8–
1739 (Unexplored) – Garden 7,200 0.76 Very Thin – Cold +1 0 6,000
6 10,000
1740 (Uncharted) – – – –– – –– 7 30,000
7 12,000
1833 Remulak Te Garden 9,100 1.15 Standard-T 43% Warm +1 ––
––
1836 (Unexplored) – Garden 9,800 0.87 Dense 50% Normal -1 ––
-3 –
1931 Hephaistos Te Pre-Garden 9,000 1.02 Suffocating 98% Warm +0 ––
––
2031 Calgary Te Garden 10,200 0.90 Dense-T 96% Cold +0 2–
––
2131 Inferno Te Garden 5,000 0.50 Standard-T 79% Hot +0

2132 Forlorn Te Garden 4,300 0.74 Dense-T 62% Cold +0

2135 (Uncharted) – – – –– – ––

2138 (Uncharted) – – – –– – ––

2235 (Uncharted) – – – –– – ––

2236 Pollux – Asteroid Belt – –– – Infernal -3

2240 (Uncharted) – – – –– – ––

2337 (Uncharted) – – – –– – ––

2339 Castor – Asteroid Belt – –– – Very Cold +2

2433 (Uncharted) – – – –– – ––

GEMINI 0501 Inferno manner in which the insects find their
SUBSECTOR food and each other. On Terra, sight is
One of the first colonies in this the primary means of location,
The Gemini subsector is divided subsector, Inferno has been settled accounting for the colorful flowers
into two sections. To coreward is a for less than 10 years. The planet is that can be found in any garden. On
scatter of worlds that are immediately quite like Terra, but unfortunately it’s Inferno, the forest canopy is so thick
accessible from Terra, part of the most like the Terra of 300 million it’s possible to be a few feet away from
“Outback” that has already been settled years ago – carbon dioxide levels in a plant and not be able to see it. The
by a series of Terran outposts. These the atmosphere are 40 times as high insects use sound instead, and in a
worlds are well explored, and several of as those on Terra. Breathing Inferno’s manner that may be unique in the
them are inhabited by small (but fast- air for more than an hour causes nau- galaxy.
growing) Terran communities. sea and dizziness, and most people
pass out after a few hours more. Both plants and insects pick up
Cut off from the “Outback” by a Special recirculating masks contain- metals from the soil, using them to
jump-3 gap are the unexplored worlds ing reserves of powdered limestone build long sturdy veins – in the leaves
of the subsector, some of them in the are needed for extended outdoor jour- or petals of plants, and in the wings of
Near Boötes Cluster to spinward, oth- neys. This extra fraction of green- insects. When struck, these veins
ers scattered and relatively inaccessi- house gas gives Inferno its name, as chime like a tuning fork. Each pairing
ble to trailing. The Cluster is accessi- temperatures at the equator can of insect species and associated plant
ble to Terran explorers by way of the exceed 160°. In the northern and has a unique frequency. If one can
Saris-Yenisei “bridge,” but even so the southern latitudes the climate is manage to get some distance into the
Cluster worlds of the Gemini subsec- cooler, but still very warm. forest, the visitor is treated to a ran-
tor are at the very limit of Terran dom concert of notes, reminiscent of
exploration. To trailing, the remaining While bad for Humans, the air and “experimental” music.
worlds of the subsector are isolated by heat make Inferno a paradise for
another jump-3 gap, and so are almost plants. It is nearly impossible to get Plants on Inferno usually use iron
completely unknown to Terran explor- anywhere along the ground, as the for their veins, thinly sheathed with
ers. Only the bright stars Castor and greenery (which is actually a dark organic material to prevent rusting.
Pollux are at all known; their star sys- greenish-blue due to Inferno’s red sun) Entomologists, on the other hand,
tems have been mapped only from a is impenetrable over much of the plan- need to be very careful with their
distance, by sensitive telescopes. et. Unless staying in the cleared colony insect specimens. With weight a
area, air travel is recommended. consideration for flying insects, most
The Gemini subsector is the target species have settled on magnesium. In
of a number of strange rumors. Animal life usually takes a back the damp, carbon-dioxide-laden air of
Several explorers have reported odd seat to Inferno’s flora, but pseudo- Inferno, this presents no problems –
non-Human artifacts, or traces of insects have carved a substantial niche but in a Terran-style atmosphere, they
activity that can’t be tied to any known for themselves. Like many Terran often spontaneously combust, killing
Terran expedition. Verification of insects, they feed on plants, mostly as the bug and surprising nearby
these rumors is very difficult, and the pollinators in symbiosis. One interest- Humans.
Confederation government dismisses ing divergence from Terran life is the
them as unfounded.

120 THE KNOWN UNIVERSE

SOL

Port Government CR TL Trade WTN CAPELLA UNCHARTED
C AthDem 6 8 Ni 3.0
E– 0 0 – –
E– 0 0 – –
E– 0 0 – –
–– – – – –
C AthDem 5 5 Ni 2.5
E– 0 0 – –
C Corporate 2 10 3.0
C RepDem 1 8 Ex Ni 3.0
C Technocracy 6 6 Ni 3.0
C AthDem 4 7 Ni 3.0
–– – – Ni –
–– – – – –
–– – – – –
E– 0 0 – –
–– – – – –
–– – – – –
E– 0 0 – –
–– – – – –


PLACING

WORLDS

Interstellar Wars GMs running systems as he pleases UNCHARTED
adventures far from Terra will want (typical ranges of star system counts
to design their own worlds. This sec- are given in the table). likely to yield the Traveller flavor while
tion presents a simple system for still fitting current scientific theory. No
designing regions of space to serve as SYSTEM die roll should be allowed to dictate the
the backdrop for adventures. The course of the GM’s campaign.
rules here assume conditions as of the PRESENCE
Interstellar Wars era in the Traveller The steps below assume that the
universe – GMs who want a system TABLE GM is planning to generate at least an
more widely applicable to other entire subsector of space as a back-
settings should refer to GURPS Subsector Throw Typical drop for Interstellar Wars adventures.
Space. The GM should proceed with Steps 1
Density per Number through 6 of the sequence for each
Mapping a Subsector Rift 2-3 individual world. Once that has been
Sparse Hex 11-16 done, Steps 7 through 15 will help him
Each subsector has a system densi- Scattered 12+ on 2d 21-32 to determine how those worlds fit
ty, indicating how likely it is for a Standard 6+ on 1d 32-48 together – where the trade routes lie,
world to appear in each hex (see the Dense 5+ on 1d 43-64 which worlds play host to military
System Presence Table). For example, 4+ on 1d bases, and so on.
the region of space closest to Terra is 3+ on 1d
of Scattered density. The design sequence is intended to
Generating Worlds produce a description of the main
When mapping a subsector for the world of each star system. A system
first time, choose a system density, The steps in the following sequence may have thousands of other planets,
then roll dice as indicated in the table allow the GM to design the most moons, asteroids, and significant
for each hex in the subsector map. important worlds of his Interstellar pieces of space debris. The main
Place a world in the hex if the target Wars universe. The sequence produces world is the one with the largest
number of greater is rolled. results similar to those of the Classic Human or alien population – the one
Alternatively, the GM may simply Traveller world-design rules, while that visitors are most likely to find
place an appropriate number of star retaining some degree of realism. interesting. The GM may design other
Always remember that the rules worlds in the star system to suit his
should be considered guidelines, an needs, possibly by referring to GURPS
indication of which options are more Space for additional detail.

THE KNOWN UNIVERSE 121

STEP 1: characterized by a significant but the Icy Core Density Table (p. 123) to
WORLD TYPE unbreathable atmosphere. Roll 3d on determine the world’s average density.
the Hostile World Type Table, and
For each world marked on the make note of the result as the world’s BARREN (ICE)
map, roll 4d on the World Type Table type.
and make note of the result. In some DIAMETER
cases the result on the World Type
Table includes two or more of the HOSTILE TABLE
above classes; see the instructions
following the table as needed. WORLD TYPE Roll Diameter Density
1,000
WORLD TYPE TABLE (3d) 1,500 Modifier
TABLE 3-8 2,000 -4
Roll (3d) World Type 9-12 2,500 -1
Roll (4d) World Type 3-4 Subgiant 13-14 3,000 +0
4-7 Asteroid Belt 5-6 Desert (Ice) 15-16 -4
8-9 Barren 7-9 Glacier 17-18 -8
10 Desert (Rock) 10-15 Pre-Garden
11-12 Garden 16-18 Greenhouse Barren (Rock) Worlds

(Very Thin atmosphere) STEP 2: Roll 3d on the Barren (Rock)
13-14 Garden WORLD SIZE Diameter Table. Once the diameter of
the world has been established, roll on
(Thin atmosphere) Each world type has its own asso- the Small Iron Core Density Table
15-16 Garden ciated range of world sizes – refer to (p. 123) to determine the world’s
the following section that is appropri- average density.
(Standard atmosphere) ate for any given world. In each case,
17-18 Garden roll 3d on a Diameter Table specific to BARREN
the world’s type to get the diameter of (ROCK)
(Dense atmosphere) the world. Once the diameter has
19-21 Hostile been established, roll 3d on the speci- DIAMETER
22-24 Garden fied Density Table to get the world’s
average density. The result on the TABLE
(Very Dense atmosphere) Diameter Table may give a Density
Asteroid Belt: The main world is of Modifier that must be added to the Roll Diameter Density
the Asteroid Belt type. roll on the Density Table. Once the 1,000
Barren: The main world is either a diameter and density of the world (3d) 1,500 Modifier
Barren (Ice) or Barren (Rock) world. have been determined, the world’s 3-8 2,000 -8
Roll 3d; on a 12 or less the type is surface gravity can be computed. 9-10 2,500 -4
Barren (Rock), otherwise it is Barren 11-12 3,000 -1
(Ice). The diameter of each world will be 13-14 3,500 +0
Garden: The main world is of the given in miles, rounded to the nearest 15-16 4,000 -4
Garden class. Aside from noting the 500 miles. If the GM wants finer 17 -8
world type, also make note of the detail, he can roll 1d immediately after 18 -12
atmospheric pressure (Very Thin, his roll on the Diameter Table. On a 1,
Thin, Standard, Dense, or Very Dense) subtract 200 miles from the diameter Desert (Ice) Worlds
for later reference. from the table; on a 2, subtract 100
Hostile: The main world falls into miles; on a 5, add 100 miles; on a 6, Roll 3d on the Desert (Ice)
one of the remaining types, each add 200 miles. Diameter Table. Once the diameter of
the world has been established, roll on
Asteroid Belts the Icy Core Density Table (p. 123) to
determine the world’s average density.
If the main world is an asteroid
belt, skip this step. The “world” is com- DESERT (ICE)
posed of dozens to thousands of aster-
oids, none of them more than a few DIAMETER
hundred miles across, most of them TABLE
much smaller. The surface gravity of
these asteroids will be negligible. Roll Diameter Density
3,000
Barren (Ice) Worlds (3d) 3,500 Modifier
3-8 4,000 +8
Roll 3d on the Barren (Ice) 9-12 5,500 +4
Diameter Table. Once the diameter of 13-14 6,000 +0
the world has been established, roll on 15-16 +0
17-18 +0

122 THE KNOWN UNIVERSE

Desert (Rock) Worlds GLACIER Subgiant Worlds

Roll 3d on the Desert (Rock) DIAMETER Roll 3d on the Subgiant Diameter
Diameter Table. Once the diameter of TABLE Table. Once the diameter of the world
the world has been established, roll on has been established, roll on the Large
the Small Iron Core Density Table to Roll Diameter Density Iron Core Density Table (p. 124) to
determine the world’s average density. 4,000 determine the world’s average density.
(3d) 4,500 Modifier
DESERT 3 5,000 +12 SUBGIANT
4 5,500 +0
(ROCK) 5-6 6,000 +0 DIAMETER
7-8 6,500 +0
DIAMETER 9-10 7,000 +0 TABLE
11-12 7,500 +0
TABLE 13-14 8,000 +0 Roll Diameter Density
15-16 8,500 +0 8,000
Roll Diameter Density 17 -4 (3d) 8,500 Modifier
3,000 18 -8 3-4 9,000 +8
(3d) 3,500 Modifier 5-7 9,500 +4
3-5 4,000 +12 Greenhouse Worlds 8-10 10,000 +0
6-8 4,500 +4 11-13 +0
9-12 5,000 +0 Roll 3d on the Greenhouse Diameter 14-18 +0
13-15 -4 Table. Once the diameter of the world
16-18 -8 has been established, roll on the Large Planet Density
Iron Core Density Table (p. 124) to
Garden and determine the world’s average density. Once the diameter of a planet has
Pre-Garden Worlds been determined, roll 3d on one of the
three following tables for the planet’s
For both Garden and Pre-Garden density. For Barren (Ice) and Desert
worlds, roll 3d on the Garden (Ice) worlds, roll on the Icy Core
Diameter Table. Modifiers: For Density Table. For Barren (Rock) and
Garden worlds only, -6 if the world has Desert (Rock) worlds, roll on the
a Very Thin atmosphere as indicated Small Iron Core Density Table. For all
in Step 1, -3 if it has a Thin atmos- other worlds, roll on the Large Iron
phere, +3 if it has a Dense atmosphere, Core Density Table. In all cases, apply
+6 if it has a Very Dense atmosphere. any Density Modifier from the
Diameter Table to the 3d roll.
Once the diameter of the world has
been established, roll on the Large ICY CORE
Iron Core Density Table (p. 124) to DENSITY
determine the world’s average density. TABLE

GARDEN Roll (3d)
6 or less
DIAMETER 7-10 Density
11-14 0.3
TABLE GREENHOUSE 15-17 0.4
18 or more 0.5
Roll Density DIAMETER 0.6
0.7
(3d) Diameter Modifier
+15
3 or less 4,500 +8 TABLE
+0
4 5,000 +0
+0
5-6 5,500 +0 Roll Density SMALL IRON
+0
7-8 6,000 -1 (3d) Diameter Modifier CORE DENSITY
-4 3 4,500 +15
9-10 6,500 -8 4 5,000 +8
5 5,500 +0
11-12 7,000 6 6,000 +0 TABLE
7-8 6,500 +0
13-14 7,500 9-10 7,000 +0 Roll (3d) Density
11-12 7,500 +0 6 or less 0.6
15-16 8,000 13-14 8,000 +0 7-10 0.7
15 8,500 +0 11-14 0.8
17 8,500 16 9,000 -1 15-17 0.9
17 9,500 -4 18 or more 1.0
18 or more 9,000 18 10,000 -8

Glacier Worlds

Roll 3d on the Glacier Diameter
Table. Once the diameter of the world
has been established, roll on the Large
Iron Core Density Table (p. 124) to
determine the world’s average density.

THE KNOWN UNIVERSE 123

LARGE IRON Roll 3d; on a 15 or less there is only a STEP 4:
Trace atmosphere (p. B429), otherwise HYDROGRAPHICS
CORE DENSITY the atmosphere is Suffocating.
TABLE This step determines the portion of
Garden Worlds the world’s surface that is covered by
Roll (3d) Density liquid “oceans.” These oceans are
6 or less 0.8 Garden worlds have significant most likely to be composed of water,
7-10 0.9 atmospheres composed primarily of but on some worlds they may contain
11-14 1.0 nitrogen, with a significant amount of more exotic compounds.
15-17 1.1 free oxygen that can support Human
18-20 1.2 respiration. The pressure of a Garden Each world type has its own associ-
21-23 1.3 world’s atmosphere is determined by ated hydrographic properties. Refer to
24 or more 1.4 the result originally obtained from the the following section appropriate for
table in Step 1. any given world. In each case, the
Planet Surface Gravity hydrographic coverage is expressed as
Any Garden world’s atmosphere a multiple of 10% of the world’s sur-
To determine the surface gravity of will be Tainted on a roll of 9 or less on face area. If the GM wants more detail,
a planet, apply the following formula: 3d. To generate more specific detail he can roll 2d-7 and multiply by 1%,
about a given Tainted atmosphere, see adding the result (even if negative) to
G = (K ¥ D)/7930 the text box. the basic hydrographic percentage
G is the world’s surface gravity, in generated below.
Gs. K is the world’s density from one Glacier and
of the Density Tables. D is the world’s Pre-Garden Worlds Asteroid Belt,
diameter, in miles. Round off to two Barren, and
decimal places and make note of the A Glacier or Pre-Garden world will Desert (Rock) Worlds
result. have an unbreathable atmosphere
rich with carbon dioxide and nitrogen. None of these world types will have
STEP 3: There may be other toxic substances “oceans” of liquid water or other com-
ATMOSPHERE in the atmosphere due to volcanic mon substances. Their hydrographic
activity or other natural processes. coverage is always 0%.
This step determines the composi- Roll 3d; on a 12 or less the atmosphere
tion and surface pressure of the is Suffocating, otherwise it is Toxic. Asteroid belt objects, Barren
world’s atmosphere. Each world type (Rock) worlds, and Desert (Rock)
has its own associated atmospheric Greenhouse worlds that are far enough from the
properties. Refer to the following sec- primary star may have some amount
tion that is appropriate for any given A Greenhouse world will always of water ice, buried under the surface
world. have an atmosphere that is extremely or hidden in always-shadowed craters.
dense and furnace-hot. A “dry
Asteroid Belt, greenhouse” world will have an Barren (Ice) worlds are often cov-
Barren (Ice), or atmosphere composed primarily of ered with water ice, but will not have
Barren (Rock) Worlds carbon dioxide and sulfur com- permanent bodies of liquid water on
pounds, while a “wet greenhouse” the surface. Beneath the surface of the
None of these worlds will have a world will have nitrogen, water vapor, ice, a Barren (Ice) world may have
significant atmosphere. Note “–” for and possibly even free oxygen in the considerable liquid water, especially if
the atmosphere; a visitor on the sur- mix. Roll 3d; on a 12 or less the atmos- the world experiences internal heat-
face will be in a vacuum (see p. B437). phere is Insidious, otherwise it is ing. For example, most Barren (Ice)
Corrosive. worlds that orbit gas giant planets are
Desert (Ice) Worlds heated by tidal effects, keeping the
Subgiant Worlds subsurface oceans warm enough to
A Desert (Ice) world will have an stay in a liquid state.
atmosphere, composed largely of car- A Subgiant world will have a very
bon dioxide or nitrogen. Nitrogen dense atmosphere dominated by heli- Desert (Ice) Worlds
oxides and ammonia are very likely to um, hydrogen, and hydrogen com-
be present, presenting an immediate pounds such as ammonia and Desert (Ice) worlds may have
danger to exposed tissues. Roll 3d; on methane. Warmer subgiant worlds “oceans” of liquid volatiles, but these
a 9 or less the atmosphere is Toxic, may have carbon dioxide and nitrogen are likely to be composed of liquid
otherwise it is Corrosive. gas in place of ammonia and hydrocarbons rather than water. Roll
methane. Roll 3d; on a 12 or 2d-2 and multiply by 10%; the result
Desert (Rock) Worlds less the atmosphere is
Corrosive, otherwise it is is the portion of the world’s sur-
A Desert (Rock) world will have an Toxic. face covered by substances in a
atmosphere, very thin and composed liquid state. The rest of the sur-
largely of carbon dioxide and nitrogen. face is likely to be rich with ices,
possibly including water ice.

124 THE KNOWN UNIVERSE

Atmospheric Taints

When the GM is running an adventure on a world to be toxic and full of unpleasant odors. Rainfall and
with a tainted atmosphere, he may want to know more standing water would be weak solutions of sulfuric acid.
about the exact nature of the taint. Roll 3d on the
Atmospheric Taint Table, or choose a primary Unprotected visitors would need to make a HT roll
contaminant from the sections below. once per hour to avoid 1 point of toxic damage. Close to
a source of the sulfur compounds, the roll may be more
ATMOSPHERIC TAINT frequent.

TABLE Nitrogen Compounds

Roll (3d) Major Toxic Component Nitrogen oxides are very unlikely to appear in an
3-4 Chlorine or Fluorine oxygen-nitrogen atmosphere unless they are produced
5-6 Sulfur Compounds by a strange local biochemistry or by massive industri-
7-8 Nitrogen Compounds al pollution. As with sulfur compounds, the unfiltered
9-10 air would be somewhat toxic and any open water would
11-12 Organic Toxins be tainted by acid.
13-14 Pollutants
15-16 Unprotected visitors would need to make a HT roll
17-18 High Carbon Dioxide once per hour to avoid 1 point of toxic damage. Close to
High Oxygen a source of the nitrogen compounds, the roll may be
Inert Gases more frequent.

Chlorine or Fluorine Organic Toxins

In an oxygen-nitrogen atmosphere, chlorine would Living things may release dangerous substances into
normally combine with other elements to form nontox- the air – pollen, spores, disease-causing microorgan-
ic compounds. However, it’s possible for living things isms, complex airborne toxins, and so on. In general, an
with an odd biochemistry to release a significant unprotected visitor would need to make a HT roll once
amount of chlorine into the atmosphere. This might give per day to avoid 1 point of toxic damage. Unprotected
rise to a biosphere full of plants and animals that use a exposure to the air may also count as exposure to a
Terra-like carbon-oxygen cycle but are adapted to the weak respiratory-agent poison (p. B437) or a disease
presence of trace amounts of chlorine in the air. Visitors (p. B442); the GM is encouraged to develop his own
who do not have similar biochemistry would find the
unfiltered air to be corrosive and very poisonous. exotic maladies to give his alien worlds flavor.

A world with significant amounts of chlorine in the Pollutants
air would be a very strange place. The air would carry
a faint color, and the presence of chlorine would Non-organic poisons may be in the air as
slightly distort images. Since chlorine gas is heavier well – heavy-metal or radioactive dust, toxic
than air, it would tend to pool in caves and depressions smoke from volcanism or industrial pollu-
in the land, reaching concentrations that might kill tion, and so on. In general, an unprotected visitor
even native animal life. On such a world, rainfall and will need to make a HT roll once per day to avoid 1
standing water would actually be a weak hydrochloric point of toxic damage. Heavy-metal poisoning can
acid solution. Living things would use odd polymers in have lasting effects, as can radioactivity (p. B435).
their structure – natural plastics, which would not dis-
solve in the chlorine-tainted air. High Carbon Dioxide

On such a world, an unprotected Human would The Human metabolism is set to deal with a certain
need to make a HT roll every minute, at -2 to -6 depend- amount of carbon dioxide in the air. When there is too
ing on the local concentration of chlorine. Failure caus- much, our breathing reflex malfunctions; the result is
es 1 point of toxic damage. At its highest hyperventilation and a sense of suffocation. The result
concentrations, the chlorine would actually be is rather like that of a Very Dense atmosphere (p. B430)
Corrosive (p. B429). and can lead to suffocation. (p. B436) It is
possible to acclimate to moderate levels of carbon
On some worlds, fluorine gas might play a role sim- dioxide.
ilar to chlorine, but fluorine is much less common.
Very high levels of carbon dioxide are actively toxic
Sulfur Compounds and cannot be acclimated to; an exposed Human will
need to make a HT roll once per hour to avoid 1 point
Hydrogen sulfide, sulfur dioxide, and sulfur trioxide of toxic damage.
might be found in the air due to massive industrial
pollution or volcanic activity. Visitors would find the air Continued on next page . . .

THE KNOWN UNIVERSE 125

Atmospheric Taints (Continued)

High Oxygen Inert Gases

In moderate cases, an excess of oxygen can be a mild Nitrogen and other chemically inert compounds can
irritant to skin and mucous membranes, and can make cause “inert gas narcosis” when their partial pressure is
it much easier for people to hyperventilate when work- high enough. Symptoms include light-headedness,
ing hard. Treat this as giving the effect on HT of a Dense reduced dexterity, euphoria, and impaired judgment.
atmosphere (p. B430). This is normally a problem only in Very Dense atmos-
pheres, although a few compounds (such as nitrous
Very high concentrations of oxygen are actively toxic; oxide, or “laughing gas”) can cause these symptoms at
make a HT roll once per hour to avoid 1 point of toxic relatively low pressures.
damage. At such concentrations, the oxygen increases
fire hazards as well – all materials are considered to be An unprotected Human will be at -1 to all IQ-based
one flammability class higher (p. B430). rolls, and will need to make an IQ roll to perform even
the simplest tasks. He will lose the Common Sense
advantage if he has it, and will gain Impulsiveness.

WORLD CLIMATE TABLE daily or seasonal variations – it indi-
cates the most typical temperature to
Roll Climate Temperature Temperature be found on the world over long
periods of time.
(3d) Type Range (F) Range (K)
– Frozen Below -20º Below 244 K Interstellar Wars defines world cli-
3 Very Cold -20º to 0º 244 K to 255 K mate in terms of a set of temperature
4-5 Cold 0º to 20º 255 K to 266 K ranges. If a world is said to have one of
6-7 Chilly 20º to 40º 266 K to 278 K these climate types, its average temper-
8-9 Cool 40º to 60º 278 K to 289 K ature falls within that range. The ranges
10-11 Normal 60º to 80º 289 K to 300 K are defined on the World Climate Table;
12-13 Warm 80º to 100º 300 K to 311 K in many cases, the GM will be directed
14-15 Tropical 100º to 120º 311 K to 322 K to roll on that table in order to deter-
16-17 120º to 140º 322 K to 333 K mine the world’s climate type.
18 Hot 140º to 160º 333 K to 344 K
– Very Hot Above 160º Above 344 K Climate Type is a descriptive name
Infernal for the world’s overall surface climate.
Temperature Range (F) gives the asso-
Garden and surface that is still covered by liquid ciated range in degrees Fahrenheit.
Pre-Garden Worlds water. A Greenhouse world that still Temperature Range (K) gives the same
has liquid water is a “wet greenhouse” range in kelvins.
Garden and Pre-Garden worlds (p. 124), while a world with 0%
will almost always have liquid-water hydrographics is a “dry greenhouse.” Each world type has its own asso-
oceans. Roll 2d-2 and multiply by 10% ciated climatic properties. Refer to the
(maximum 100%); the result is the Subgiant Worlds following section that is appropriate
portion of the world’s surface covered for any given world.
by liquid water. A Subgiant world is unlikely to
have oceans of pure liquid water. Asteroid Belt Worlds
Glacier Worlds However, if its surface temperature
and atmospheric composition are Asteroid belts can be found at almost
Glacier worlds generally have no right it may have vast oceans of water any distance from the primary star, and
permanent bodies of liquid water on and ammonia or other substances, so can have almost any climate. Roll 3d;
their surface, but they may have lakes mingled in a “eutectic” solution whose on a 6 or less the world has Infernal cli-
or small seas that are temporarily liq- freezing point is much lower than that mate, on a 7-9 the GM should roll on the
uid during certain seasons. Roll 2d-10 of pure water. Roll 2d-2 and multiply World Climate Table, otherwise the
and multiply by 10% (minimum 0%); by 10% (minimum 0%); the result is world has Frozen climate.
the result is the portion of the world’s the portion of the world’s surface that
surface that is usually covered by is covered by such a liquid substance. Barren (Ice),
liquid water. Desert (Ice), Glacier,
STEP 5: and Subgiant Worlds
Greenhouse Worlds SURFACE
CLIMATE All of these world types are found
Even if a Greenhouse world still at some distance from the primary
has some surface water, it is usually This step determines the average star, and are guaranteed to be too cold
in the process of losing it. Roll 2d-7 surface temperature of the world. The for liquid water. They always have
and multiply by 10% (minimum 0%); average doesn’t take into account Frozen climate.
the result is the portion of the world’s

126 THE KNOWN UNIVERSE

Barren (Rock) and Resources PLANETARY
Desert (Rock) Worlds
For each world, roll on one of the RESOURCE
These worlds can be found at a vari- following tables. For Asteroid Belt VALUE TABLE
ety of distances from the primary star, worlds, roll 3d on the Asteroid Belt
although they are by definition too close Resource Value Table. For all other Roll Overall Resource
and too warm to permit permanently world types, roll 3d on the Planetary
frozen water on the surface. Roll 3d; on Resource Value Table. The result will (3d) Value Value
an 8 or less the world has Infernal cli- be a description of the world’s resource 3-4 Very Poor
mate, and on a 9-12 the GM should roll availability, along with a Resource 5-7 Modifier
on the World Climate Table. Otherwise Value Modifier (RVM) that will be used 8-13 Poor -2
the world has Frozen climate. in later steps of the sequence. Make a 14-16 Average -1
note of the RVM for each world. 17-18 +0
Rich +1
Very Rich +2

Garden and ASTEROID Affinity
Pre-Garden Worlds
BELT The Affinity score for each world
These worlds are guaranteed to be summarizes both resource value and
“just right” for the presence of large RESOURCE habitability.
amounts of liquid water – warm
enough that most of the water will VALUE TABLE If the world is of any type other
remain unfrozen, cool enough that than Garden, the Affinity score is
none of it will boil. Roll on the World Roll Overall Resource equal to the Resource Value Modifier.
Climate Table for all such worlds. A Garden world with a Very Thin
(3d) Value Value atmosphere will also have an Affinity
Greenhouse Worlds 3 Worthless score equal to the RVM; it may sup-
4 Very Scant Modifier port locally evolved life, but Humans
These worlds are extremely hot, 5 -5 will be unable to survive without high-
due to the runaway greenhouse effect 6-7 Scant -4 technology equipment.
that is taking place in the atmosphere. 8-9 Very Poor -3
They always have Infernal climate. 10-11 -2 If the world is of the Garden type
12-13 Poor -1 with more than a Very Thin atmos-
STEP 6: 14-15 Average +0 phere, the Affinity score is computed as
HABITABILITY 16 +1 follows. Begin with the Resource Value
17 Rich +2 Modifier and add 3. Add 1 if the atmos-
AND 18 Very Rich +3 phere is either Standard or Dense. Add
Abundant +4 1 if the atmosphere is not Tainted. Add
RESOURCES Very Abundant +5 1 if the hydrographic coverage is
Motherlode between 1% and 29%, or if it is 91% or
This step determines the factors higher; add 2 if the hydrographic cover-
that might make a world attractive for age is between 30% and 90%, inclusive.
Human or alien settlement. Colonists Add 1 if the world’s average climate is
are likely to come to a world that is Hot or Cold; add 2 if it is Chilly, Cool,
comfortable for them, where they can Normal, Warm, or Tropical.
live without investing in expensive arti-
ficial life support. However, even if a Make a note of the Affinity score
world is very inhospitable, settlers may for each world.
arrive in a quest for valuable resources.

PLACING

POPULATIONS

Once the GM has gone through live under, how much trade they space, and which are outside space
Steps 1-6 for every world in his region engage in, and so on. claimed by either major power. The
of interest, he will have defined the GM should consider what kind of fla-
physical parameters for each world. In Population Categories vor he wants adventures in the region
the rest of the world design sequence, to have. Does he prefer tense cross-
he will determine the social parame- Before placing populations, the border confrontations, culture clashes
ters for each world – how many GM should first decide where to place deep inside Imperial territory, or bold
Humans (or other sapient beings) live borders – which worlds are currently exploration into uncharted space?
there, what kind of government they in Imperial space, which are in Terran

THE KNOWN UNIVERSE 127

COLONY If the subsector being generated is races, and have been inhabited since
partially or wholly under Terran con- prehistory.
POPULATION trol, the GM should also decide
TABLE whether the Terran-controlled worlds New colonies usually begin with a
were first settled by Terrans or by population of at least 10,000; a truly
Roll (3d) Population someone else. Terran-originated massive colonization effort will begin
colonies are only likely to be found by planting up to 500,000 people on
28 or less 10,000 (PR 4) close to Terra, in space that never fell the target world. From there, colonies
under Imperial control. Late in the will grow indefinitely due to further
29 13,000 Interstellar Wars era, after Terrans immigration and natural population
have already conquered dozens or increase.
30 15,000 hundreds of Vilani worlds, most
“Terran” worlds will have been settled The Vilani believe that overcrowd-
31 20,000 originally by the Vilani or by Vilani ing and unrestricted population
subject races. growth lead to social instability, so
32 25,000 they strictly limit their own popula-
In any case, the GM should sort tions and force their subject races to
33 30,000 the worlds of his subsector into four do the same. Terrans (and other bar-
categories: barians) are not so careful – but even
34 40,000 by the end of the Interstellar Wars era
Imperial Vilani worlds were origi- there are no Terran colonies more
35 50,000 nally colonized by the Vilani, or by a than about 200 years old, which limits
Vilani subject race, and are still under the size of their populations.
36 60,000 Imperial control.
Every Imperial Vilani, Conquered
37 80,000 Conquered Vilani worlds were orig- Vilani, and Terran world with an
inally colonized by the Vilani, or by a Affinity score greater than 0 will be a
38 100,000 (PR 5) Vilani subject race, but have since colony world. Very few Neutral
passed into Terran control. worlds will be inhabited; the GM may
39 130,000 deliberately place an occasional
Terran worlds were originally Neutral colony to represent the home-
40 150,000 colonized by the Terrans, and are still world of some “barbarian” race not
under Terran control. (During the yet contacted by either the Vilani or
41 200,000 course of the Interstellar Wars, the Terrans. There should generally
Imperial forces managed to destroy a be no more than one or two such
42 250,000 number of Terran outposts, but no worlds per sector – most subsectors
well-established Terran world was have no native sapient races.
43 300,000 ever conquered by the Vilani.)
Once the Affinity score has been
44 400,000 Neutral worlds are under the control determined for every world being gen-
of neither major power. erated in the region, roll 3d on the
45 500,000 Colony Population Table for each
STEP 7: world in Imperial-controlled or
46 600,000 POPULATION Terran-controlled space with an
Affinity score greater than 0. Make a
47 800,000 This step determines the current note of the resulting population for
population of each world in the sub- each world. Modifiers: Add +3 times
48 1.0 million (PR 6) sector. This step must be performed the world’s Affinity score. If the world
for all of the worlds together; the is Imperial Vilani or Conquered Vilani,
49 1.3 million placement of minor settlements tends add +40. If the world is Terran, add +1
to depend on the placement of major for every 10 full years since the colony
50 1.5 million colonies, which in turn depends on was established.
the physical parameters determined in
51 2.0 million Steps 1-6. The population results from the
Colony Population Table are approxi-
52 2.5 million Colonies mate. The GM should feel free to vary
them by up to 10% in either direction
53 3.0 million A colony is a permanent settlement for any given world. Always round off
on some world, a place where a world populations to two significant
54 4.0 million Human or other community is likely figures.
to remain for generation after genera-
55 5.0 million tion. Most of a colony world’s popula- Outposts
tion is made up of long-term immi-
56 6.0 million grants or permanent residents; the An outpost is a settlement on an
colony is their home. Some “colonies” unattractive world, planted only
57 8.0 million are actually the homeworlds of sapient because of the world’s strategic

58 10 million (PR 7)

59 13 million

60 15 million

61 20 million

62 25 million

63 30 million

64 40 million

65 50 million

66 60 million

67 80 million

68 100 million (PR 8)

69 130 million

70 150 million

71 200 million

72 250 million

73 300 million

74 400 million

75 500 million

76 600 million

77 800 million

78 1.0 billion (PR 9)

79 1.3 billion

80 1.5 billion

81 2.0 billion

82 2.5 billion

83 or more 3.0 billion

128 THE KNOWN UNIVERSE

location or other unusual properties. Table are also approximate. The GM +1 for every level of PR above PR 4.
Unlike a colony, an outpost has rela- should feel free to vary them by up to Note that on a natural 2 on the dice,
tively few permanent settlers – most of 25% for any given world. Always the colony will always have a Class X
the inhabitants expect to migrate else- round off outpost populations to two starport; such a world has been inter-
where once their work at the outpost significant figures (i.e. “2,600” instead dicted by either the Vilani or the
is finished. of “2,633”). Terran government.

Once all colonies have been OUTPOST COLONY
placed, go back to each world with an
Affinity score of 0 or less in Terran- POPULATION STARPORT
controlled or Imperial-controlled
space to determine whether it will TABLE TABLE
have an outpost.
Roll (3d) Population Roll (2d) Starport Class
Some outposts are military in 3 or less 100 (PR 2) Natural 2 X
character. Military outposts are 4 4 or less E
designed to serve as a base, or to pin 5 150 5-6 D
down the current frontier between 6 250 7-8 C
Terran and Imperial territory. Any 7 400 9-12 B
world within two parsecs of a foreign 8 600 13 or more A
colony will always have an outpost. 9 1,000 (PR 3)
Make a note of these military outposts 10 1,500 Outposts
first. 11 2,500
12 4,000 If the world is an outpost, roll 1d
Many outposts are placed to serve 13 6,000 on the Outpost Starport Table.
transient starship traffic. If a world is 14 10,000 (PR 4) Modifiers: +4 if the outpost was not
located so that starships are likely to 15 15,000 placed as the result of a random die
visit while traveling from one colony 16 25,000 roll in Step 7 (that is, the GM deliber-
or military outpost to another, there 17 40,000 ately placed it because the world is on
will always be an outpost. For exam- 18 or more 60,000 a military border, or because it is a
ple, worlds on the map often fall into 100,000 (PR 5) likely transit point for starship traffic).
mains, groups of worlds in adjacent
hexes, arranged so that a jump-1 star- STEP 8: OUTPOST
ship can easily reach each world in STARPORT STARPORT
turn. Every world on such a main will FACILITIES TABLE
have an outpost, so long as there is at
least one colony world or military Once the population of each world Roll (1d) Starport Class
outpost in both directions. Another has been established, this step deter- 2 or less E
common situation is the world placed mines the level of starport facilities 3-5 D
two parsecs from a colony world on available on each world. 6-8 C
either side, so that jump-2 starships 9 or more B
will almost always stop at the world Colonies
on the way from one colony to the
other. All such worlds will have For each colony world, roll 2d on
outposts as well. the Colony Starport Table. Modifiers:

Other worlds may have outposts of Naval Bases
very diverse nature – scientific
research stations, corporate mining Once the starport class is determined for each world in the region,
towns, small “rogue” settlements of naval bases can be placed. Naval bases should not be placed at random.
the independent-minded, and so on.
Terrans are much more likely to place For each subsector or similar-sized region of Imperial or Terran
such “extra” outposts than the Vilani. space, there will usually be one to three naval bases – one per subsector
If a world that fits none of the above in areas far from any frontier, but two to three per subsector in areas
conditions is within Terran-controlled close to a frontier. Naval bases will preferably be placed on worlds with
space, it will still have an outpost on a Class A starports and PR of 7 or higher.
roll of 9 or less on 3d. If the world is
within Imperial-controlled space, it Naval bases are usually placed on worlds with the highest population
will have an outpost on a roll of 5 or in their region. However, naval bases should usually be separated by at
less on 3d. least three parsecs; if the highest populations in the region are clustered
close together, second or third naval bases will usually be placed at some
For each world that has an outpost, distance even if this means placing one on a relatively low-population
roll 3d on the Outpost Population world.
Table below to determine the out-
post’s approximate population. The
results from the Outpost Population

THE KNOWN UNIVERSE 129

STEP 9: determines the Control Rating asteroid belt), +1 if the world’s diameter
GOVERNMENT prevalent on each world. is between 1,500 miles and 4,500 miles;
TYPE +1 for any atmosphere other than a
Roll 4d on the Control Rating Thin, Standard, or Dense one; +1 for
Once the population of each world Table. Modifiers: Add the PR of the hydrographic coverage between 85%
has been established, use this step to world to the die roll. and 94%, +2 for hydrographic coverage
determine their government types. of 95% or higher; +1 for PR 1-5, +2 for
Vilani worlds will usually have a very CONTROL PR 9, +4 for PR 10; +1 for a political
different government type than Terran type of Anarchy or Technocracy, -2 for
worlds. If a world is Neutral (i.e. it is RATING TABLE a political type of Theocracy.
inhabited by a population not part of
either major civilization) then the GM Roll (4d) Control Rating Regardless of the result on the Tech
should determine its government type 14 or less 0 Level Table, the TL for a given world
in accordance with its role in his cam- 15-16 1 cannot exceed the maximum possible
paign; he may use types from 17-18 2 for its culture and the time period. If the
pp. B509-510 that do not normally 19 3 TL from the table exceeds the maxi-
appear on Imperial or Terran worlds. 20-21 4 mum, reduce the world’s TL to match
22 5 the maximum. Meanwhile, if the world
Roll 3d on the Vilani or Terran 23 or more 6 is not a Garden world, or is a Garden
Government Type Table, and refer to world with a Very Thin atmosphere,
the column that is appropriate for the STEP 11: then the world must be at least TL8;
world. Modifiers: Add the PR of the BASE raise the TL to 8 if the result from the
world to the die roll. TECHNOLOGY table is less than 8.
LEVEL
VILANI TECH LEVEL
Once Steps 1-10 have been com-
GOVERNMENT pleted for each world, this step deter- TABLE
TYPE TABLE mines the base Tech Level prevalent
on each world. Roll (1d) Tech Level

Begin by determining the maximum 1 or less TL3 or less (GM’s choice)
possible Tech Level for the campaign
Imperial Imperial situation. The maximum possible Tech 2 TL4
Level for a given world depends on
Roll Vilani Vilani whether it is an Imperial Vilani world 3-4 TL5
or not, and on the period in history. For
(3d) Colony Outpost an Imperial Vilani world, the maximum 5-6 TL6
10 or less Anarchy Anarchy possible Tech Level is always TL10. For
11-13 Clan/Tribal Corporate a Conquered Vilani or Terran world, 7 TL7
the maximum possible level is TL9
State before 2128, TL10 from 2128 to 2235, 8 TL8
Caste and TL11 after 2235.
Caste 9 TL9
Feudal
14-16 Caste Theocracy 10-11 TL10

17-20 Feudal 12 or more TL11

21-23 Feudal

24 or more Theocracy STEP 12:
TRADE
TERRAN GOVERNMENT CLASSIFICATIONS

TYPE TABLE Trade classifications note clusters of
economically meaningful world char-
Roll Terran Conquered Terran acteristics. These are important natu-
ral or demographic features that can
(3d) Colony Vilani Outpost influence a world’s preferred imports
10 or less Anarchy Anarchy or exports. They can also influence the
11-13 Technocracy Colony Corporate real wealth available to citizens of the
14-16 AthDem Anarchy Corporate world.
17-20 RepDem Technocracy Corporate
21-23 RepDem Technocracy RepDem The following trade classifications
24 or more Dictatorship RepDem Dictatorship are significant. For each world being
generated, note which classifications
Caste are applicable.
Dictatorship
Agricultural (Ag): The world’s
STEP 10: Roll 1d on the Tech Level Table. atmosphere must be Thin, Standard,
CONTROL Modifiers: +6 if a Class A starport is Dense, or Very Dense, the hydro-
RATING present, +4 for a Class B starport; +2 for graphic coverage must be 35%-84%,
a Class C starport, -4 for a Class X star- and the local PR must be 5-7.
Once the population of each world port; +2 if the world’s diameter is less
has been established, this step than 1,500 miles (or the world is an Extreme (Ex): A world is Extreme if
any of the following conditions holds:
there is no atmosphere, or the

130 THE KNOWN UNIVERSE

PORT MODIFIER TABLE

UWTN Class A Class B Class C Class D Class E Class X
5 or more 0 0 -0.5 -1 -1.5 -4
4-4.5 0 0 -0.5 -1 -3.5
3-3.5 +0.5 0 0 -0.5 -3
2-2.5 +0.5 +0.5 +0.5 0 0 -2.5
1-1.5 +1 +0.5 +0.5 +0.5 0 -2
0.5 or less +1 +1 +1 +0.5 +0.5 -1.5
+1.5 +1

atmosphere is Trace, Very Dense, the TL Modifier and the PR Modifier (and may indicate that the world’s
Suffocating, Toxic, Corrosive, or for the world together to get the population has little interest in outside
Insidious; the climate is Frozen or world’s UWTN. contact).
Infernal; or hydrographic coverage is
less than 5%. TL MODIFIER Refer to the Port Modifier Table,
TABLE using the world’s UWTN and its
Industrial (In): The world must Starport Class to get the port modifier.
have no atmosphere, a Trace atmos- World TL TL Modifier Add the Port Modifier to the UWTN to
phere, or a Very Thin, Thin, Standard, 2 or less -0.5 get the final WTN for the world. The
Dense, or Very Dense atmosphere that 3-5 0 minimum WTN is 0.
is Tainted (p. 125); the world’s PR 6-8 0.5
must be 9 or higher. 9 or higher 1.0 STEP 14:
TRADE
Non-Agricultural (Na): The world PR MODIFIER ROUTES
has no atmosphere, or has a Trace or
Very Thin atmosphere, the hydro- TABLE Once the WTN is known for each
graphic coverage is less than 35%, and world in the region of interest, then
the PR is 6 or more. World PR PR Modifier trade routes can be mapped out.
0 0
Non-Industrial (Ni): The world’s 1 0.5 Throughout the Interstellar Wars
PR is 6 or less. 2 1 era, commercial traffic tends to follow
3 1.5 a “main and branch” system of trade
Poor (Po): The world has a Very 4 2 routes. The most populous and pros-
Thin or Thin atmosphere, and has 5 2.5 perous planets are designated as hub
hydrographic coverage in the range of 6 3 worlds. These hub worlds are connect-
5%-34%. 7 3.5 ed to one another by main routes.
8 4 Main routes are divided into major
Rich (Ri): The world has a 9 4.5 and minor routes, depending on the
Standard, Dense, or Very Dense amount of traffic that normally fol-
atmosphere that is not Tainted; the Port Modifier lows them. Minor worlds trade only
world’s PR is 6-8; and the local Control and Final WTN with the network of main routes, not
Rating is 2-5. with each other – the routes that carry
The port modifier measures the goods to and from such worlds are
STEP 13: importance of trade to the world’s branch routes. The process of drawing
WORLD TRADE economy. A better starport encour- these routes is more art than science,
NUMBER ages trade by attracting merchants but the following guidelines will help
and visitors. Conversely, a small or produce a rational network.
The World Trade Number of a run-down starport discourages trade
world is a measure of the size and
activity of its economy, as modified by Home Rule
the level to which its population is
interested in interstellar trade. A For each world under Terran control, the GM may wish to determine
world with no population has a WTN whether the world has home rule or not. A world with home rule has its
of 0 – otherwise, computing a world’s own sovereign government, and is a full member of the Terran
WTN requires two steps. Confederation. A world without home rule is politically a colony of
Terra, governed by the Confederation’s Colonial Bureau or by the
Unmodified World Trade Confederation military.
Number (UWTN)
Any Conquered Vilani or Terran world with a PR of 6 or more may have
The UWTN measures the size of home rule. Roll 3d. Modifiers: +4 for every level of PR above 6; -4 if the
the world’s economy. It is dictated by world is Conquered Vilani; -4 if the world is within 6 parsecs of the current
the size of the world’s workforce Imperial border. On a result of 15 or higher, the world has home rule.
(which in turn depends on the world’s
population) and the productivity of
that workforce (which is determined
by the world’s TL). Refer to the TL
Modifier and PR Modifier tables; add

THE KNOWN UNIVERSE 131

Per-Capita Income

Although it is not relevant to later steps in the world according to the Trade Classification Modifiers Table.
design process, the GM may wish to determine the per- The trade classifications indicate that planetary condi-
capita income for citizens of the world. This indicates tions make the population more or less productive than
the amount of disposable income an average the world’s technological base would otherwise indicate.
citizen of that world will have on hand.
TRADE
To determine per-capita income for a given world, CLASSIFICATION
refer to the following table. The planet’s TL determines MODIFIERS
the base per-capita income, which is then modified by
the world’s trade classifications (if any).

BASE PER-CAPITA Trade Classification Modifier
Rich 1.6
INCOME Industrial 1.4
Agricultural 1.2
Tech Level Base Per-Capita Income (Solars) Extreme 0.8
TL11 $96,000 Non-Industrial 0.8
TL10 $60,000 Poor 0.8
TL9 $38,000
TL8 $24,000 The final per-capita income for a world can indicate
TL7 $15,000 the most typical Wealth level (p. B517) for citizens of
TL6 $9,200 that world. Refer to the Typical Wealth Table.
TL5 $5,600
TL4 $3,600 TYPICAL WEALTH
TL3 $2,200
TL2 $1,400 True Per-Capita Income Wealth Level
TL1 $880 $84,000 or more Comfortable
TL0 $560 $44,000 to $84,000
$19,000 to $44,000 Average
Multiply the base per-capita income by all of the $6,000 to $19,000 Struggling
modifiers required by the world’s trade classifications, Less than $6,000
Poor
Dead Broke

In general, whenever two worlds pair of hub worlds, one in one group For each world not already on a
are to be connected by a trade route, and one in another, are no more than major or minor route, determine the
use the smallest number of hops from 10 parsecs apart, they may be connect- length of the potential branch route to
one world to the next on the map, with ed by a minor route. Any given pair of the nearest hub world. If the length is
no single hop stretching more than hub-world groups will normally be no greater than the maximum length
two parsecs. If there is a choice of connected by only one minor route, given on the table for the world’s WTN,
equally short routes between a given which will pass between the two hub then a branch route will exist connect-
pair of worlds, choose the route that worlds that are closest together by ing that world to the network. For this
touches at the best starports. jump count. Draw these routes, again purpose only, if the hub world being
Whenever a distance between two using jump-2 hops where necessary. considered is Industrial and the other
worlds is to be determined, measure it world is Non-Industrial, add 0.5 to the
along such a jump route, not Now consider all worlds that are WTN of the lesser world.
necessarily along a straight line. not yet on a major or minor route.
Some of these worlds will be connect- Draw branch routes beginning with
First, identify hub worlds. Any ed to the network of main routes by a the minor worlds that are closest to
world with a WTN of 5.5 or higher and branch route. The possible length of their hub worlds. Branch routes will
an A-class starport is a hub world. the branch route for any given world tend to meet existing routes, merging
depends on the world’s WTN, as with the mains or with other branch
Next, connect the hub worlds with indicated on the following table. routes as they approach the hub world.
a network of main routes (major and
minor). Any two hub worlds that are BRANCH ROUTE TABLE
no more than 6 parsecs apart along a
jump-2 route are connected by a Minor World WTN Maximum Route Length (pc)
major route. Draw these routes, using 2.5 or less No route possible
jump-2 hops where necessary. 3 2
3.5 5
Once the major routes have been 4 9
drawn, the map will have small groups 4.5 19
of interconnected hub worlds. Such 5 or more 29
groups may themselves be connected
to one another by minor routes. If a

132 THE KNOWN UNIVERSE

CHAPTER SIX

CHARACTERS

January 28, 2170 – High the crewmen he would lead a hundred
Frontier Consortium offices, light-years into Imperial space. All he
had to do was find them.
Nusku highport:
William Blake rose from POINT TOTALS

behind his desk and went to Interstellar Wars characters can
the viewport. A hundred be built on a variety of power levels. A
miles below, Nusku’s night campaign centered on “ordinary peo-
face swam by, arcology-city ple” caught up in great events can
lights sparkling in breaks work with characters built on 50
between the clouds. points or less. More typical low-pow-
Suddenly the limb of the ered adventurers with a skilled back-
planet caught fire, glowing ground should be built on 100 or 150
gold and white, and 61 points – most of the occupational tem-
Cygni A rose in glory. plates later in this chapter will work
well at this power level. A high-level
“I never get tired of “movers and shakers” campaign
that,” Blake murmured to would require characters built on 200
himself. points or more.

Then he turned back to
the desk, where the pile of
dossiers still stood two feet
high. Somewhere in there were

Gender Roles

Imperial Vilani culture imposes very little distinction between the
social roles of men and women. Both sexes have the same civil and polit-
ical rights, and both can rise to the highest levels of corporate or military
power. In noble families, female children are just as likely as males to
inherit a title. Although a few dissident subcultures within the Imperium
practice gender inequality, this is far outside the Imperial norm, and such
subcultures are often subject to harsh treatment from the authorities.

In theory, the Terran Confederation encourages the same kind of sex-
ual equality. The Confederation itself makes no distinction between men
and women in its civil and military institutions. Most multinational cor-
porations follow a policy of strictly enforcing equality in the workplace.
Women’s rights are a cornerstone of the Confederation’s human-rights
policy, and serious inequities are likely to attract economic sanctions or
military action. This stance is supported by most Terrans, who feel that
it would be suicidal to exclude half of the population from the struggle
against the Imperium.

In practice, some traditional Terran societies still practice gender
inequality despite strong Confederation disapproval. Such isolated soci-
eties survive in rural areas, in the poor sections of large cities, and in the
colonies.

In summary, male and female characters can be designed to fill the
same roles, in either Imperial or Terran society. Adventurers who have
experienced gender discrimination will be from an unusual social back-
ground, and may have other social disadvantages as well (below-average
Wealth, a Social Stigma, and so on).

CHARACTERS 133

ADVANTAGES,

DISADVANTAGES,
AND SKILLS

A number of character traits Cultural Familiarity Languages see p. B23
require some special handling in the see p. B23
Interstellar Wars setting. Most Terran characters would be
In most Interstellar Wars cam- advised to learn English, as that is
ADVANTAGES paigns, the only two “cultures” that increasingly becoming the common
are likely to come into play are Terran language of the Terran Confederation.
Appearance see p. B21 and Imperial. Aside from English, the most impor-
tant Terran languages are Arabic,
Terran and Vilani attitudes about If a campaign centers on Terran French, German, Hindi (including
physical attractiveness are quite simi- society, then the GM may wish to Urdu), Japanese, Mandarin Chinese,
lar, aside from a few cultural quirks break the Terran culture into several Portuguese, Russian, Spanish, and
that will rarely come into play. The subcultures for the purpose of this Turkish.
Appearance advantages (and their cor- advantage. If a given Imperial subject
responding disadvantages) are inter- race is likely to come into play, the The High Vilani language is the
changeable between Terrans and GM may likewise wish to break the official language of the Imperium, and
Vilani – and at the GM’s option, among Imperial culture into two or more sub- is spoken or understood by almost
other Human minor races subject to cultures. every Vilani on all but the most isolat-
Imperial rule. ed worlds. Low Vilani is a simplified
Vilani and other Imperial Humans dialect, which is spoken in spaceports
Clerical Investment pay 1 point for familiarity with Terran and by many of the subject races, and
see p. B43 culture, but a non-Human Imperial which sometimes serves as the
citizen will pay 2 points. Terrans pay 1 Imperium’s “common tongue.”
Priests or holy men from one of the point for familiarity with Imperial cul- Subject-race languages often heard in
hundreds of Terran religions may take ture, as do members of non-Human regions close to Terra include
this advantage. The most common Imperial subject races. Non-Humans Bawapab (the language of the Bwaps),
organized Terran religions are who come from outside the Imperium Geonee, Oynprith (the language of the
Christianity, Islam, Hinduism, will pay 2 points for Cultural Nugiiri), Suerrat, and Vegan.
Buddhism, Sikhism, and Judaism. Familiarity (Imperial).
Many Terran ethnic groups (notably Legal Immunity
the Chinese) still maintain “tradition- Gadgeteer see p. B56 see p. B65
al” forms of religion that include
loosely organized priesthoods. Of The 25-point level of this advantage Both Terran and Imperial societies
course, a substantial minority of may be appropriate for Terran charac- apply this advantage in certain cir-
Terrans are secularists, agnostics, or ters in some campaigns, especially cumstances. In particular, Terran
atheists. those centering on technological diplomats traveling in Imperial space
advancement. Imperial characters can use the Diplomatic Immunity
Some dissident subcultures among should never take this advantage – at form of this advantage. Imperial law
Imperial Vilani have organized priest- least not without taking a Secret (“tin- recognizes even “barbarian” envoys as
hoods. Vilani also take Clerical kers with machinery in unauthorized being in a protected class.
Investment if they are members of the and non-traditional ways”) or an
shugilii caste. This caste is not identi- Enemy! Social Regard
cal to a Terran religious order, but it see p. B86
has a number of similar features. High TL see p. B23
Shugilii have an important role in the Vilani who are over 120 years of
rituals of food preparation, and they The baseline technology available age may take one level of Social
also serve as guardians of the Imperial throughout the Interstellar Wars era is Regard. Even Terran visitors to the
ethical traditions. TL10. Late in the period, Terran char- Imperium receive similar respect; any
acters may have access to TL11 equip- Terran character at least 70 years of
In either case, consider taking ment. If a Terran character with age who spends most of his time in
some level of the Religious Rank access to such equipment is spending Imperial society can take the same
advantage as well (see p. 141). most of his time among those who level of this advantage. All such
don’t, he may be required to take one characters are considered “venerated.”
level of this advantage.

134 CHARACTERS

Talent see p. B89

The following talents are suggested Psionics
for use in the Interstellar Wars setting.
Psionic powers exist in the Traveller universe – but during the
Born Tactician: Covers Expert Skill Interstellar Wars era, they are almost unknown and very poorly
(Military Science), History (Military), understood.
Intelligence Analysis, Leadership,
Savoir-Faire (Military), Soldier, Most Imperial citizens know nothing about psionics, and would react
Strategy (Land), and Tactics. Reaction with fear and suspicion if anyone demonstrated psionic talent in their
bonus: anyone you serve with (or com- presence. A few dissident subcultures, especially those with a mystical or
mand) in the Army or Marines. 10 religious basis, may cultivate mental disciplines that are conducive to
points/level. psionic development. No one in the Imperium has ever made a serious
scientific study of psionic phenomena.
Intuitive Admiral: Covers Crewman
(Spacer), Expert Skill (Military Terran society is also unfamiliar with psionics. The prevailing opinion
Science), History (Military), in the scientific community is that psionic abilities aren’t real; no serious
Intelligence Analysis, Leadership, scientist would risk his reputation by trying to study them. Only a few
Savoir-Faire (Military), Shiphandling explorers, encountering strange phenomena out among the Imperial
(Spaceship), Shiphandling (Starship), worlds, are beginning to suspect that psionic powers might exist.
and Strategy (Space). Reaction bonus:
anyone you serve with (or command) Psionic characters should be very rare in the Interstellar Wars setting,
in the Navy. 10 points/level. and should only be designed with the GM’s explicit permission. Being a
latent psi (having Talent, but no abilities) has an Unusual Background
DISADVANTAGES cost of 10 points. Being a fully capable psi (having functional powers),
has an Unusual Background cost of 25 points.
Addiction see p. B122
The following psionic powers and Talents are available in the
Both Terran and Imperial soci- Interstellar Wars setting:
eties must deal with the problem of
addiction. Awareness: This is the psi talent of mind-over-body. Awareness Talent
costs 5 points/level and the Awareness power can provide the following
The Terran Confederation is some- abilities: Additional ST (Costs Fatigue -5%), Additional HT (Costs
what puritanical about the use of Fatigue, -5%), Metabolism Control (p. B68), and Regeneration (p. B80,
addictive or “recreational” drugs. Costs Fatigue -5%). Awareness abilities apply a -10% psionic power
Confederation law permits the use of modifier.
alcohol, caffeine, qat, tobacco, and the
imported Vilani drug shardu (a mildly ESP (p. B255): The following abilities are available: Clairsentience,
addictive stimulant and euphoric). Danger Sense, Detect (for psis and psionic activity), Para-Radar, and
National or local law may impose Penetrating Vision.
additional restrictions on the use of
these drugs. Other drugs may only be Psychokinesis (p. B256): Only the Telekinesis ability is available.
used for legitimate medical purposes. Telepathy (p. B257): The following abilities are available: Animal
Any drug that is “highly” or “totally” Empathy, Empathy, Mind Probe, Mind Reading, Mind Shield, Mindlink,
addictive is carefully controlled, and Telesend, and “Mental Assault” (Affliction 1, Will; Based on Will, +20%;
usually illegal without a physician’s Malediction 2, +150%; Secondary Unconsciousness +40%; Telepathic
supervision. -10%; 30 points).
Teleportation (p. B257): Only the Warp ability is available, and it must
Imperial society is even more have the Modifier: Range Limit (300 miles on a planet’s surface, 400
restrictive. Alcohol and shardu are the yards up or down, -25%) due to issues of conservation of momentum and
only drugs that are legal and widely potential energy.
used. All other drugs are carefully con- Other psi powers and abilities are allowed only at the GM’s discretion.
trolled, to be used only for legitimate Some races (like the Droyne) also have innate psi powers, but these are
medical purposes. On the other hand, likely rare and poorly understood even by the races possessing them!
a dizzying variety of substances is
available. Many of these drugs have Code of Honor hierarchy, and obey their orders so
potential recreational see p. B127 long as those are within the bounds of
applications, and tradition. Expect deference from
some dissident or Code of Honor (Professional) and Imperial citizens of lesser rank, but
subject-race sub- Code of Honor (Soldier’s) are both always work to protect and defend
cultures use them them. Always solve problems yourself
despite official very appropriate for the as they arise, without depending on
disapproval. Interstellar Wars setting. higher authority to help you (it is
acceptable to call on your subordi-
Many Imperial citizens follow nates for aid). Code of Honor
an Imperial Code of Honor, which (Imperial) is worth -10 points.
is defined as follows: Never break
your word. Follow the traditions.
Defer to your superiors in the social

CHARACTERS 135

Curious see p. B129 setting. Even worlds with a technologi- exposure to Terrans may take this dis-
cal base below TL10 will usually have advantage to reflect this weakness in
This disadvantage is very rare access to TL10 import goods and the their evolved immunity. The frequen-
among Vilani, and is uncommon even corresponding skills. Late in the period, cy of the noxious substance is “occa-
among non-Vilani subject races of the Imperial characters who spend most of sional” if exposure to Terrans is infre-
Imperium. Imperial society strongly their time inside Terran-controlled quent, or “common” if the character is
discourages curiosity. space may be at a disadvantage due to going to be dealing with Terrans on a
their unfamiliarity with TL11 goods regular basis.
Disciplines of Faith and techniques. At the GM’s option,
see p. B132 such characters may be required to At the GM’s option, an Imperial
take one level of this disadvantage. character that has associated with
Some Terrans with a strong reli- Terrans for a long period (and has
gious background carry some version Overconfidence possibly survived one or more attacks
of this disadvantage. Vilani of the see p. B148 of viral disease) may buy off this dis-
shugilii caste must observe a wide advantage.
variety of rituals, especially surround- This advantage is fairly common
ing the preparation and consumption among Terran adventurers, and forms Workaholic see p. B162
of food, and are required to take part of the Imperial stereotype of
Ritualism. Terrans . . . This disadvantage is quite com-
mon, but is not required, among
Duty see p. B133 Social Stigma Vilani characters.
see p. B155
This disadvantage should be car- SKILLS
ried by anyone who has more than a Terran society is fairly egalitarian,
and few groups within it are labeled as Computer Hacking
very modest level of Rank (except for inferior. The Criminal Record, see p. B184
Courtesy Rank, which does not carry Ignorant, Minor, and Uneducated
any obligation). People with Rank at Social Stigmas are appropriate for This skill is not appropriate for the
level 6 or higher should probably have some Terran characters. The Minority Interstellar Wars setting. Experts in
a Duty requiring their presence “quite Group Stigma would only apply to a computer intrusion should acquire the
often” (12 or less) or “all the time” (15 few ethnic groups that are far outside “realistic” skills mix described under
the mainstream of Terran society. The this skill’s entry in the Basic Set.
or less). Second-Class Citizen and Valuable
Property Stigmas are almost impossi- Computer Programming
Honesty see p. B138 ble to find, given the Terran concern see p. B184
with universal Human rights.
This disadvantage is very common, Imperial characters may not take
but not required, for Vilani characters Within Imperial society, there is a this skill unless they have become
living in Imperial society. significant ranking of citizens along familiar with Terran computer tech-
racial and species lines. Vilani, and nology. Likewise, Terran characters
Intolerance see p. B140 those subject races that have fully may not use this skill when working
accepted Vilani culture, suffer under with computers of Imperial manufac-
The Interstellar Wars era is a time no Social Stigma. Subject races that ture. Imperial computers are not
of grand conflict between empires, resist Vilani customs, or that are rest- reprogrammable – they are designed
races, and political ideologies. Any less under Imperial rule, are treated as and built for a specific purpose.
character can justify taking some level Second-Class Citizens. A few subject
of Intolerance. races and dissident subcultures are Gunner see p. B198
known for open resistance to Imperial
Many Terran characters have rule, and are considered Minority Starships use several specialized
Intolerance toward all non-Terrans; Groups. Meanwhile, the Criminal onboard weapons. The Gunner spe-
this is considered Total Intolerance Record, Ignorant, Minor, and cialties that apply include Beam
and is worth -10 points. On the other Uneducated Social Stigmas are just as Weapons (used for lasers, plasma
hand, most Vilani are quite tolerant applicable in the Imperium as in guns, particle accelerators, or meson
toward non-Vilani (or even non- Terran society. cannon), Missiles (used for shipboard
Humans) who have accepted Imperial missiles), Repulsors (used for gravitic
law and customs. The most common Susceptible see p. B158 repulsors), and Sandcasters (used for
form of Intolerance in the Imperium sandcasters).
is aimed at “barbarians,” those who Early in the Interstellar Wars era,
stand outside the Imperial social sys- many Human citizens of the Navigation see p. B211
tem; this form of Intolerance is worth Imperium found themselves to be sus-
only -5 points. ceptible to certain Terran viral dis- Navigation (Space) covers naviga-
eases. Imperial Human characters tion through normal space, between
Low TL see p. B22 that have not had much previous planets or between a jump point and

This disadvantage is almost never
appropriate in the Interstellar Wars

136 CHARACTERS

a nearby world. Navigation Piloting see p. B214 regulations of interstellar mercantile
(Hyperspace) can also be called society. It includes knowledge of the
Navigation (Jumpspace), and covers The most common versions of this unwritten customs governing behav-
use of the jump drive. ior on board ship and in a starport.
skill are Piloting (Aerospace) and Administrative Rank (for Imperial
Philosophy see p. B213 merchants) or Merchant Rank (for
Piloting (High-Performance Terrans) determines relative standing.
Aside from the various Terran and
minor-race philosophies that are Spacecraft). Most starship or space- Savoir-Faire (Merchant) and
available, characters may study Savoir-Faire (Military) default to each
Philosophy (Imperial). This covers the ship pilots will learn both specializa- other at -2, since many of the customs
body of knowledge and traditions that of merchant service are derived from
forms the ideological basis for the Ziru tions, covering every situation that a military practice.
Sirka. It includes an ethical tradition,
a complete political theory, and a set normal spacecraft will encounter. Shiphandling
of scientific theories regarding the see p. B220
organization of very large societies. It Truly capable pilots also learn Piloting
has been thoroughly documented, and The most common versions of this
can be studied even by outsiders who (High-Performance Airplane), cover- skill are Shiphandling (Spaceship)
wish to better understand how and Shiphandling (Starship). In the
Imperials behave. ing atmospheric travel for ships with Interstellar Wars setting these two
specializations are quite similar; they
airframe hulls, and Pilot (Contragrav), default to one another at -2.

covering common ship’s vehicles,

such as air/rafts and G-Carriers.

Savoir-Faire see p. B218

In the Interstellar Wars setting, an
additional specialty exists: Savoir-
Faire (Merchant). This specialty
covers the customs, traditions, and

STATUS, INFLUENCE,

AND WEALTH

Whether a campaign is centered on is appropriate for a character’s family appropriate for a character’s family
the doings of “ordinary” adventurers, or personal background. background. Characters can also be
or whether it focuses on the activities promoted to a higher class, in which
of their rich and powerful patrons, Terran characters may acquire case they hold higher base Status than
sooner or later the GM and players will more levels of “free” Status from their parents.
need to know how social influence various forms of Rank, or from
works in the Interstellar Wars setting. Wealth.
The following rules examine social
influence in detail, to the highest levels TERRAN STATUS TABLE
of both Terran and Imperial society.
Status Notes
STATUS 2 Extremely wealthy citizen family, famous

Status works very differently in the 1 or highly respected professional status
two major societies of the Interstellar 0 Wealthy citizen family, respected professional status
Wars era. A character should buy -1 Ordinary citizen family
Status according to one or the other of -2 Struggling citizen family, citizen of bottom-tier nation
the following sets of rules, depending Poor citizen family, outcast, criminal, or vagrant
on where he currently spends most of
his time. Terran characters that are from a Imperial characters may acquire
social underclass can take up to two more levels of “free” Status from vari-
Terran Status levels of negative Status as a disadvan- ous forms of Rank. In fact, they must
tage. Terrans with negative Status are often hold a minimum level of Status
Terran society is a “classless” one. probably from a background of pover- to be eligible for high Rank. Imperial
Spreading democratic ideals have dis- ty – urban poor from a wealthy nation, characters do not get “free” Status
credited the notion of inherent social or citizens of one of the developing from Wealth.
status almost everywhere on Terra. nations that still has an extensive class
Terran characters follow the rule from of rural poor. Imperial society does not include
Classless Meritocracies, p. B28. They negative Status. All Imperial characters
may not normally buy more than two Imperial Status (and foreigners operating within
levels of Status (but see Courtesy Rank, Imperial society) are considered to
p. 143). Refer to the Terran Status The role of birth is much stronger have at least Status 0. On the other
Table to determine what level of Status in the Imperium than in Terran socie- hand, many outsiders, notably dissi-
ty. Refer to the Imperial Status Table dents and “barbarians,” carry a Social
to determine what level of Status is Stigma (see p. 136).

CHARACTERS 137

IMPERIAL STATUS TABLE Court might have Rank 9, while a
congressman or federal District Court
Status Notes justice might have Rank 8.
5 Ancient and venerated enshii (“noble” or executive-class) family

4 Respected enshii family Imperial
3 Ordinary enshii family

2 Highly respected damgarii (“merchant” or manager-class) family Administrative Rank
1 Respected damgarii family
0 Highly respected engarii (“commoner” or worker-class) family Imperial Administrative Rank
affects Status according to the rule on
Ordinary damgarii family p. B29. It supplements but does not
Respected engarii family replace Status, and therefore costs 5
points per level. Refer to the following
Ordinary engarii family table to determine what level of
Foreigner

ADMINISTRATIVE levels below that of an executive- Administrative Rank may be appro-
RANK branch official at the same level. For priate.
example, the President of the United
Citizens with Administrative Rank
Administrative Rank is available States has Administrative Rank 11; a 0-2 are drawn from the worker class.
for both Terran and Imperial charac- senator or a member of the Supreme
ters. The Terran Confederation only Junior managers (Rank 3-6) come
from the “merchant” class, and must

applies the advantage to civilian gov-

T Aernment officials, whether they work
ERRAN DMINISTRATIVE

for the Confederation, or for a nation- RANK TABLE
al or local government. In Imperial
space, almost everyone has some level Rank Notes
of Administrative Rank, since most 12 Secretary-General of the Terran Confederation
citizens are employed in some capaci-
ty by one of the shangarim pseudo- 11 Member of the Advisory Board of the Secretariat
governments.
Elected leader of a powerful nation-state
PCs from either culture should (China, European Union, United States)
generally have Administrative Rank 10 Head of a major Confederation government agency
no higher than 5. Individuals with (about 5 million subordinates)
higher levels of rank are generally too Elected leader of a second-tier nation-state (Argentina,
powerful (and too tied to their jobs) to
make good adventurers. Nusku Republic, Russia)

In many cases, someone will work 9 Head of a typical Confederation government agency
at a high level in the hierarchy without (about 1 million subordinates)
having direct command authority – Elected leader of a third-tier nation-state (Australia,
for example, a member of a powerful Netherlands, Thailand)
administrator’s staff, or a highly
placed technical assistant. Such a 8 Head of a very large national government agency
character will have Administrative (about 200,000 subordinates)
Rank two to three levels lower than
that of his boss. Head of a small Confederation government agency
Elected leader of a large province or a small nation-state
7 Head of a large national government agency
(about 50,000 subordinates)
Elected leader of a megalopolis, a medium province,
or a very small nation-state

Terran Governor or elected leader of a major colony world
6 Head of a small national government agency

Administrative Rank 5 (about 10,000 subordinates)
Elected leader of a major city or a small province
Terran Administrative Rank affects 4 Governor or elected leader of a minor colony world
Status according to the rule on p. B29. Chief of a large department (about 2,000 subordinates)
It supplements but does not replace 3 Head of a large urban or provincial government agency
Status, and therefore costs 5 points per 2 Elected leader of a large town
level. Refer to the following table to 1 Chief of a large office or small department (about 500 subordinates)
determine what level of Administrative 0 Head of a small urban or provincial government agency
Rank may be appropriate. Elected leader of a small town or a county-sized rural political unit
Chief of a small office (50-200 subordinates)
Terran governments often include Branch or division leader (10-50 subordinates)
judicial or legislative officials who don’t Technical specialist with a large staff
directly control large sections of the Team leader (1-10 subordinates)
bureaucracy, but who still carry con- Technical specialist with a small staff
siderable influence. These officials will Ordinary rank-and-file worker (no subordinates)
normally have Administrative Rank 2-3

138 CHARACTERS

IMPERIAL ADMINISTRATIVE the following tables to decide what level
of Military Rank is most appropriate.
RANK TABLE
The Terran Army and Marine
Rank Notes Corps both incorporate units that are
18 Ishimkarun (ruler of the entire Imperium) raised and maintained by many
17 Speaker for one of the shangarim on the Igsiirdi Terran nations. Many of these units
16 Apkallu kibrat arban (overseeing several sectors) retain national traditions; although
they tend to use English as a common
Minor civilian member of the Igsiirdi language, they sometimes retain their
15 Saarpuhii (overseeing about 100 worlds) own rank titles. The rank titles pre-
14 Sarriiu (overseeing 10-15 worlds) sented here are drawn from the
13 Shakkanakhu (overseeing several worlds) American and British models. GMs
12 Iishakku (overseeing an entire minor world, (or players) interested in military his-
tory are encouraged to research rank
or a large region on a major world) titles used by other Terran cultures.

11 Planetary shangarim department executive In the Army, there are a few gener-
als who hold Military Rank 9-10. These
(about 20 million subordinates) officers normally work on the
Influential kiduunuuzii with great freedom of action Confederation’s highest military staff,
and have great influence over military
10 Planetary shangarim department executive planning and deployment. They rarely
(about 5 million subordinates) take the field, although they are some-
Typical kiduunuuzii times sent to command the invasion or
occupation of major Imperial worlds.
9 Planetary shangarim department executive The highest Army officer in the
Confederation is the General of the
(about 1 million subordinates) Army. He holds Military Rank 10, and
Minor kiduunuuzii with limited privileges reports directly to the Minister of War.
8 Major shangarim executive (about 200,000 subordinates)
7 Minor shangarim executive (about 50,000 subordinates) The Terran Marine Corps normally
6 Chief of a very large department (about 10,000 subordinates) uses no flag rank higher than that of
Leader of a large shangarim subsidiary Brigadier or Brigadier General. The
Corps occasionally appoints a Marshal
5 Chief of a large department (about 2,000 subordinates) to command very large Marine opera-
Leader of a medium shangarim subsidiary tions, usually involving the invasion of
major Imperial worlds. A Marshal
4 Chief of a large office or small department (about 500 subordinates) holds Military Rank 8. The highest
Leader of a small shangarim subsidiary Marine officer in the Confederation is
the Commandant of the Marine Corps.
3 Chief of a small office (50-200 subordinates) He holds Military Rank 9, and reports
2 Branch or division boss (10-50 subordinates) to the Grand Admiral of the Navy.

Technical specialist with a large staff Although the Terran Navy was first
raised by multiple Terran nations, it
1 Team boss (1-10 subordinates) has since been reorganized so that all
Technical specialist with a small staff naval units follow a rank hierarchy
based on the original American
0 Ordinary rank-and-file worker (no subordinates) model. The rank titles given above are
used throughout the Navy.
have at least Status 1 before any “free” but this assumes someone with direct
Status from Rank is considered. command authority. A serviceman A few admirals hold Military Rank
Executives (Rank 7 and higher) are who holds less direct authority than 9-10. Admirals with Military Rank 9
drawn from the aristocracy, and must his title would indicate might have a are either members of the
have at least Status 3 before any “free” lower level of Military Rank as well. Confederation’s highest military staff,
Status is considered. For example, a Terran Army lieu- or are sent to the field to take com-
tenant who leads a platoon of mand of large fleet formations during
MILITARY infantrymen has a position of great active hostilities. The highest Navy
RANK responsibility, and carries the full level officer in the Confederation is the
of Military Rank (Rank 3) appropriate Grand Admiral of the Navy. He holds
Military Rank is available for both for his title. On the other hand, a lieu- Military Rank 10, and reports directly
Terran and Imperial characters. tenant who works as a junior staff offi- to the Minister of War. The Grand
Terrans with Military Rank are from cer in a rear-echelon office probably Admiral spends most of his time on
the Confederation’s Army, Marine spends his day writing reports and Terra, but the office has a tradition of
Corps, or Navy. Imperial characters making coffee; at the GM’s discretion, “activist” officers who take the field
with Military Rank are from the he may only have Military Rank 1-2. during wartime.
Imperial Army or Navy.
Terran Military Rank
PCs from either culture should
generally have Military Rank no high- Terran Military Rank affects Status
er than 5. Individuals with higher lev- according to the rule on p. B29. It sup-
els of rank are generally too powerful plements but does not replace Status,
(and too tied to their jobs) to make and therefore costs 5 points per level.
good adventurers. When designing a character with a
Terran military background, refer to
The tables below associate levels of
Military Rank with actual rank titles,

CHARACTERS 139

Imperial Military Rank Imperial Army personnel with strategic planning. In general, one of
Military Rank 0-2 are always drawn these Army officers holds the title of
The Imperial Army follows a sys- from the worker class. Junior officers kueardaishi or sukauuaashdugishi,
tem of rank that vaguely resembles the (Military Rank 3-6) are drawn from possibly with an additional title indi-
Terran model, with “enlisted men” the manager class, and must have at cating over what region he holds over-
drawn from the worker class, “junior least Status 1 before any “free” Status all responsibility. Although he does
officers” drawn from the manager from Rank is considered. Flag officers not report directly to anyone in the
class, and “flag officers” drawn from (Military Rank 7 and higher) are corporate hierarchy, his region of
the executive class. The Navy follows a drawn from the executive class, and responsibility is usually about the
much more convoluted scheme, with must have at least Status 3 before any same size as that held by a titled
a plethora of functional titles that “free” Status is considered. nobleman whose Administrative Rank
Terrans find very confusing. Terrans is four levels higher. For example, an
often refer to Imperial naval officers Above Military Rank 8 are officers Army officer with Military Rank 11
in purely descriptive terms. For a full who oversee all Army activities across oversees all Army activities in several
discussion of the Imperial military, wide reaches of Imperial space. Such subsectors, about the same region
see Chapter 4. officers are very rare, and normally as that ruled by a saarpuhii
play little part in battlefield command. (Administrative Rank 15).
Imperial Military Rank affects Instead, they implement general policy
Status according to the rule on p. B29. and spend their time with long-range
It supplements but does not replace
Status, and therefore costs 5 points
per level. When designing a character
with an Imperial military background,
refer to the following tables to decide
what level of Military Rank is most
appropriate.

TERRAN ARMY TERRAN NAVY

AND MARINES MILITARY RANK TABLE

MILITARY RANK Rank Titles Notes

TABLE 8 + Admiral Fleet or theater commander

Rank Titles Notes Vice Admiral
8 + Field Marshal Theater,
7 Rear Admiral Commander of a capital-ship squadron

General field army, (dreadnoughts or battleships), a division of

Lieutenant General or corps smaller ships, or an important naval base

commander Commodore

7 Major General Division or 6 Captain Commander of a large-ship squadron

Brigadier General brigade (heavy or attack cruisers, or a carrier wing),

Brigadier commander a capital warship, or a naval station

6 Colonel Regiment 5 Commander Commander of a medium-ship squadron

or brigade (light cruisers or cruisers) or a large warship

commander 4 Lieutenant Commander of a small-ship squadron (destroyers,

5 Lieutenant Colonel Battalion Commander corvettes, or frigates) or a medium warship

commander 3 Lieutenant Commander of a small warship or a crew section

4 Major Company Lieutenant,

Captain commander Junior Grade

3 Lieutenant Platoon Ensign
1st Lieutenant commander
2nd Lieutenant 2 Master Chief Senior staff for a large ship or crew section
Senior staff
2 Warrant Officer at the Petty Officer
Sergeant Major company
First Sergeant Senior Chief

Petty Officer

Chief Petty Officer

Master Sergeant or higher 1 Petty Officer, Senior staff for a small ship

Staff Sergeant level 1st Class

1 Sergeant Platoon Petty Officer,

Lance Corporal senior 2nd Class

Corporal squad Petty Officer,

leader, or 3rd Class

team leader 0 Able Spacehand Ordinary spacehand

0 Private First Class Ordinary Spacehand

Private soldier Spacehand Recruit

140 CHARACTERS

VILANI ARMY table to determine what level of
Merchant Rank may be appropriate.
MILITARY RANK TABLE
As with government bureaucrats, a
Rank Titles Notes corporate employee will sometimes
8+ Sukauuaashdugishi Army group or theater commander work at a high level in the hierarchy
Kueardaishi Corps or army group commander without having direct command
7 Lurkugiishi Division commander authority. Such a character will have
Regiment or brigade commander Administrative Rank two to three levels
6 Kerkiishi Battalion commander lower than that of his boss.
5 Kupuishi Company commander
4 Ishdarishi Full platoon commander RELIGIOUS
3 Pirasishi Section or light-platoon commander RANK
Battalion senior staff
Khiipishi Company senior staff Religious Rank is available for
2 Uurshugkhir Platoon senior staff both Terran and Imperial characters.
Team or squad leader Religious Rank affects Status accord-
Askam Experienced soldier ing to the rule on p. B29. It supple-
Ordinary soldier or raw recruit ments but does not replace Status,
1 Sharsha and therefore costs 5 points per level.
Shuukishi MERCHANT It would be very uncommon for an
RANK adventurer to hold high Religious
0 Dakhaki Rank; PCs should probably not be per-
Khali Terran characters only may have mitted to hold more than Religious
Merchant Rank, indicating position Rank 1-2 (the level of an ordinary
The highest Army officer in the within a corporate hierarchy. This priest).
Imperium is the Army’s single especially includes characters who are
spokesman on the Igsiirdi. He holds serving aboard a Free Trader or other Terran Religious Rank
Military Rank 12, and is probably the merchant starship. Imperial charac-
least influential member of the ters within one of the pseudo-corpo- Terrans with this advantage are
Imperium’s ruling council. rate shangarim hold Administrative priests or holy men in one of the many
Rank instead. Terran religious organizations.
As with the Army, Navy personnel Religious Rank 0 is typical of a
with Military Rank 0-2 are always For Terrans, Merchant Rank “novice” or priest in training. Religious
drawn from the worker class. Junior affects Status according to the rule on Rank 1-2 is normal for a low-ranking
officers (Military Rank 3-6) are drawn p. B29. It supplements but does not priest, one who is permitted to teach
from the manager class, and must replace Status, and therefore costs 5 and conduct religious rituals but has
have at least Status 1 before any “free” points per level. Refer to the following no authority to change or interpret
Status from Rank is considered. Flag
officers (Military Rank 7 and higher) VILANI NAVY
are drawn from the executive class, MILITARY RANK TABLE
and must have at least Status 3 before
any “free” Status is considered. RankNotes
8 + Fleet admiral or theater commander
Naval officers with Military Rank 7 Commander of a capital-ship squadron (dreadnoughts or battleships)
of 8 and higher are usually lumped
together under a title that translates as Commander of a division of smaller ships
“great fleet commander.” They spend Commander of an important naval base
most of their time on administration 6 Commander of a large-ship squadron
and grand strategy, but they do take
the field to fight campaigns when nec- (heavy or attack cruisers, or a carrier wing)
essary. Although such an officer does Commander of a capital warship
not report directly to anyone in the Commander of a naval station
corporate hierarchy, his region of 5 Commander of a medium-ship squadron (light cruisers or cruisers)
responsibility is usually about the Commander of a large warship
same size as that held by a titled 4 Commander of a small-ship squadron (destroyers, corvettes, or frigates)
nobleman whose Administrative Rank Commander of a medium warship
is two levels higher. For example, a 3 Commander of a small warship
naval officer with Military Rank 13 Large crew section commander
oversees all naval activities in the 2 Senior “enlisted” assistant on a medium or large warship
domain of one saarpuhii Small crew section leader
(Administrative Rank 15). 1 Senior “enlisted” assistant on a small warship
Senior “enlisted” assistant in a crew section on a medium or large warship
The highest naval officer in the Team leader
Imperium is the Navy’s spokesman on 0 Ordinary spacehand
the Igsiirdi. He holds Military Rank 14.
He is supported by a number of senior
staffers, some of whom also sit on the
Igsiirdi and hold Military Rank 13.

CHARACTERS 141

MERCHANT RANK TABLE and freely exchange for any goods or
services they want.
RankNotes
10 CEO of a very large corporation (about 5 million employees) Although most nation-states still
9 CEO of a large corporation (about 1 million employees) issue their own currencies, the Terran
8 CEO of a medium-sized corporation (about 200,000 employees) Confederation issues one as well – the
7 CEO of a small corporation or subsidiary (about 50,000 employees) solar. In 2170, one solar is roughly
6 CEO of a very small corporation or subsidiary (about 10,000 employees) equal in buying power to $2.80 in
5 Chief of a large department (about 2,000 employees) 2000-era United States dollars. All
prices in this book are given in solars
Line Commodore of an extensive or prosperous merchant line (abbreviated $).
4 Chief of a large office or small department (about 500 employees)
The average starting wealth for a
Line Commodore of a typical merchant line Terran character is $50,000. Note that
Senior Captain (commanding a large freighter) Terran society is strongly stratified
3 Chief of a small office (50-200 employees) along economic lines; it is quite com-
Captain (commanding a small freighter) mon for Terran citizens to have wealth
2 Branch or division leader (10-50 employees) below Average, especially if they come
Technical specialist with a large staff from second-tier or poverty-stricken
First Officer or Second Officer on a merchant ship (navy officer equivalent) nations. Wealth brings Terran charac-
1 Team leader (1-10 employees) ters Status according to the usual
Technical specialist with a small staff rules: Wealthy gives one free level of
Third Officer or Fourth Officer on a merchant ship Status, while the first two levels of
Multimillionaire give one free level of
(navy petty officer equivalent) Status each.
0 Ordinary rank-and-file worker (no subordinates)
Imperial Wealth
Spacehand or Apprentice on a merchant ship (ordinary deckhand)
The Imperium runs on a “com-
theological doctrine. In many religious none with Rank higher than about 8. mand” economy. Executives and sen-
communities, higher rank than this is A shugilii with Religious Rank that ior managers make all significant eco-
not even possible – there is no organ- high is probably the leading shugilii nomic decisions. Money exists as an
ized hierarchy to confer greater levels for a very important noble family. All abstract indicator of resources, but it
of authority. shugilii are drawn from the “noble” or is normally used only as an account-
executive class, and must have at least ing convenience for the shangarim.
Very influential priests, who hold Status 3 before any “free” Status is Ordinary citizens are not normally
higher titles and have real authority considered. free to purchase from or offer their
over other priests, normally have labor to whomever they wish. They
Religious Rank 3-5. Leading officials Many dissident subcultures have a rarely have control over any money;
of a large and well-organized religious religious component, but these splin- instead, they earn credit from their
organization might have even more ter cults have very “flat” hierarchies, employer and can use that to draw
Rank. In general, consider how many lacking prominent leaders who might upon their employer’s resources for
other ordained priests are subject to a come into conflict with the Imperial their own use.
character’s authority, and compare system. Priestly characters from dissi-
that to the “number of subordinates” dent cultures almost never have Despite this relatively money-free
on the Administrative Rank or Religious Rank higher than 2. They economy, Imperial characters in the
Merchant Rank tables to get some can be from any class and hold any Interstellar Wars game are assumed to
idea of the appropriate level of level of Status. have a Wealth level, and can measure
Religious Rank. their accumulated credit as if it were
WEALTH “money” in the Terran sense. Indeed, an
The Roman Catholic Church is the Imperial character’s wealth will be
largest and most centrally organized The Terran and Imperial measured in Terran solars ($), but this
religious body on Terra. As head of the economies are structured quite differ- represents a combination of shangarim
Church, the Pope has Religious Rank ently from one another. As a result, credit, local “underground market” cur-
10. personal wealth is treated slightly rencies, barter goods, and other com-
differently in the two major societies. modities. The average starting wealth
Vilani Religious Rank for an Imperial character is $50,000.
Terran Wealth
The Vilani shugilii caste operates Wealth does not bring Imperial
as a kind of priesthood within Vilani The Terran economic system of the characters any extra Status. If an
society. Imperial characters with Interstellar Wars era would be famil- Imperial citizen has a different level of
Religious Rank are usually from that iar to any visitor from one of the lead- personal wealth than is expected for his
caste, or are members of a dissident ing nation-states of the early 21st cen- social position and rank, this is consid-
subculture’s religious establishment. tury. Free-market capitalism domi- ered unusual. However, to the Imperial
nates the system, although there is a mind wealth comes from social posi-
The shugilii caste is not organized lot of government intervention and tion, not the other way around.
at any level higher than that of a single regulation. Money is regarded as a
world. Vilani with Religious Rank commodity, which citizens can earn
higher than 4 are extremely rare; even
on high-population worlds, there are

142 CHARACTERS

Courtesy Rank buy an item using his “money,” the
GM may rule that he has no right
Adventurers who are “out on their own” may have prior experience in under Imperial traditions to buy the
civilian administration, the military, or a corporate hierarchy. Both item. For example, anyone can buy
Terran and Imperial cultures tend to treat people who have held such most harmless items of personal
office with respect, even after they retire or otherwise move on. equipment, but a Vilani citizen who is
Characters may buy Courtesy Rank (p. B29) to match the level of author- not from a military caste may be for-
ity they once held, at 1 point per level of Courtesy Rank. It is possible for bidden to own weaponry or body
a character to hold more than one kind of Courtesy Rank, affecting dif- armor. As another example, no Vilani
ferent social situations, or to hold Courtesy Rank as well as full Rank in citizen is permitted to purchase a
a different institution. Courtesy Rank does not provide “free” levels of reprogrammable or digital computer.
Status.
Purchases that violate tradition or
In Terran society, people who achieve very high levels of Rank often shangarim policy are considered to be
retain some of the associated Status after they retire. If a Terran charac- illegal, even if the item itself has a fairly
ter has Courtesy Rank, he may buy additional Status at full cost up to the high Legality Class (p. B267). The GM
amount of “free” Status the Courtesy Rank would have given him if it should feel free to make a check against
were active Rank. If he also has active Rank at a lower level, he may only the local Control Rating (p. B506) to see
buy Status to make up the difference between that and his Courtesy whether officials interfere with the
Rank. This is an exception to the Classless Meritocracies rule (p. B28) that purchase or harass the buyer.
normally restricts Terran characters to buying two levels of Status.
Cost of Living
For example, the retired CEO of a major corporation might have
Courtesy Rank 8 to reflect his achievements as a business leader. As a Both Terran and Imperial charac-
Terran, he would normally be permitted to buy only two levels of Status. ters must meet their monthly cost-of-
However, his old Merchant Rank gave him three “free” levels of Status. living requirements (see Cost of Living,
Therefore, because of his Courtesy Rank, he can buy three more levels of p. B265). The cost of living depends on
Status at full cost. the Status associated with one’s family
or personal background, along with
Imperial characters can also buy Courtesy Rank to indicate rank once any free Status gained from Wealth
held in the shangarim hierarchy or in the military. However, they do not (Terrans only). Any levels of Status
usually retain any extra Status once they have retired. They may not buy gained for free due to active Rank, or
additional Status (above the normal limit of five levels) because of any purchased due to Courtesy Rank, do
Courtesy Rank. not count to determine a character’s
cost of living. Someone with high
For adventurers, the most serious someone to buy whatever he wants, Status due to Rank probably lives as
drawback to the Imperial economic whenever he wants. Whenever a well as anyone else with the same level
system is that it doesn’t permit member of Imperial society wishes to of personal Status, but his employer
will support the “extras” in his lifestyle.

RACIAL TEMPLATES

The following templates are avail- An Anakundu normally takes the the Less Sleep advantage. An
able for characters’ racial back- drug gakinisharra on a regular basis, Anakundu character with Less Sleep
grounds, and are more or less com- in order to prolong his life and control 6-7 will acquire some level of the
mon in regions of space close to his sleeplessness. This does not consti- Terminally Ill disadvantage unless he
Terra. tute a Dependency disadvantage, as an has carefully kept up with his gakin-
Anakundu without his drug does not isharra treatments. An Anakundu
Anakundu begin to take physical damage. The character with Less Sleep 8+ will
gakinisharra drug is somewhat expen- acquire the Terminally Ill disadvan-
7 points sive (about $3,500 for one years’ treat- tage no matter how carefully he has
ment regimen), but is easily available taken his drug. An Anakundu with
The Anakundu are a minor Human wherever Anakundu travel. Terminally Ill may also have one or
race subject to the Vilani Imperium. more mental disadvantages, reflecting
Although they suffer under a number An Anakundu ages according to the deterioration of his brain and
of physiological handicaps, they are the standard rules, but he is unlikely mind.
well-adapted to Imperial society. to live long enough to suffer the effects
Since their homeworld is relatively of age. The template below assumes For more information on the
close to Terra, they are often encoun- an Anakundu about 18-22 Terran Anakundu, see p. 80.
tered by Terrans traveling in Imperial years of age. For every 10 Terran years
space. of age above that, add another level of Advantages: Less Sleep 4 [8].
Quirks: Stoic temperament. [-1]

CHARACTERS 143

Answerin patterned in a variety of colors, usual- aging thresholds at 40, 60, and 80
ly greens, browns, yellows, and blues. years; this is not enough of a handicap
40 points Bwap skin must always be kept moist, to require any levels of the Short
so they often wear a loose hooded gar- Lifespan disadvantage.
The Answerin are a Human minor ment designed to carry and distribute
race subject to the Vilani Imperium. cool water. Due to their unusual psychology,
Their homeworld is distant from Dishaan may not normally take the
Terra, but individual Answerin are For more information on the Code of Honor, Honesty, or Selfless
sometimes encountered by Terrans as Bwaps, see p. 82. disadvantages.
ground troops – a role in which they Attribute Modifiers: ST-2 [-20]; HT-1
have a fearsome reputation. For more information on the
[-10]. Dishaan, see p. 83.
Answerin are slightly taller and Secondary Characteristic Modifiers:
more slender than Terrans, but are Attribute Modifiers: ST+1 [10]; DX+1
well within the normal Human range SM -1. [20].
of build. Answerin have dark brown or Advantages: Acute Taste and Smell 1
black skin tone, dark hair, and deep- Secondary Characteristic Modifiers:
set eyes with pronounced epicanthic [2]; Acute Vision 1 [2]; Amphibious Per+2 [10]; Basic Move -1 [-5].
folds. They age about as quickly as [10]; Flexibility (Double-Jointed)
Terrans. [15]; Peripheral Vision [15]. Advantages: Brachiator [5]; Claws
Disadvantages: Honesty (12) [-10]; (Talons) [8].
The “Adrenalin Surge” advantage Weakness (Dry air; 1d/30 minutes)
is a meta-trait unique to Answerin. It [-10]. Disadvantages: Greed (9) [-22];
consists of Basic Speed+1 (Costs Quirks: Attentive; Careful; Hates to Reputation -2 (To all non-Dishaan,
Fatigue; 3 FP/minute, -15%) [17] com- hurry; Likes complex tasks. [-4] all the time, as dishonest cheats)
bined with Combat Reflexes (Costs [-6]; Selfish (12) [-5]; Social Stigma
Fatigue; 3 FP/minute, -15%) [13]. The Dishaan (Minority Group) [-10]; Trickster
total cost of the ability is 30 points. (15) [-7].
The two abilities must always be acti- -2 points
vated together; the Answerin pays 6 FP Geonee
to raise his Basic Speed and acquire The Dishaan are an Imperial sub-
Combat Reflexes for one minute, then ject race, thoroughly disliked by both 29 points
3 FP for each additional minute. the Vilani and by those Terrans who
Naturally, few Answerin can maintain have encountered them. Their racial The Geonee are a minor Human
the Adrenalin Surge for more than one psychology makes them viciously race subject to the Vilani Imperium,
or two minutes, but in a tight situation deceitful, not to be trusted unless the renowned for their ability as engi-
it can be very useful. situation makes honesty clearly to neers, technicians, and merchants.
their advantage. They are nomadic by preference, and
For more information on the can be found almost anywhere in
Answerin, see p. 81. A typical Dishaan is about 5’ in Imperial space. They have been under
length. Their forelimbs are long and Imperial rule for thousands of years,
Advantages: Adrenalin Surge [30]; claw-tipped, used for hanging and but are still stubbornly independent of
Fearlessness 3 [6]; High Pain swinging from forest-canopy branches. mind, likely to resist Vilani policy if
Threshold [10]. Dishaan hind-limbs are stubby, used they get the chance.
as manipulative organs when hanging
Disadvantages: Odious Racial Habit or as clumsy legs on the ground. The Geonee are short and very stocky,
1 (Arrogant demeanor) [-5]. head is broad and somewhat vulturine. averaging about 5’ tall and 160 pounds.
Dishaan have lifespans somewhat Geonee facial features are thick and
Quirks: Vegetarian. [-1] shorter than the Terran norm, with heavy, with wide lips and noses. Skin
tones tend to be light, with hair color
Bwap ranging from white to dark brown. They
wear clothing made of tough, damage-
-10 points resistant materials cut in angular
shapes. Geonee men often wear a hat-
The Bwaps, or “Newts,” are one of helmet which features long cloth “side-
the most successful subject races in burns” hanging from the temples.
the Vilani Imperium. Their natural Geonee age about as quickly as Terrans.
bent toward order and attention to
detail makes them ideal administra- Geonee society is extremely patri-
tors; individuals often perform quite archal. Although the Vilani have
well within the Imperial social order. imposed a measure of sexual equality
on the Geonee, women are still treated
A typical Bwap stands 4’ 6” in as inferiors wherever the men think
height and weighs about 120 pounds. they can get away with it. Geonee men
They age about as quickly as Terrans. tend to look down on the females of
Bwaps are upright and bipedal in other Human races, treating them
stance, but they otherwise resemble with disdain and preferring to deal
Humans very little. They have long, only with males.
snouted faces, stumpy tails, and lightly
scaled amphibious skin. Their skin is For more information on the
Geonee, see p. 84.

144 CHARACTERS

Attribute Modifiers: ST+2 [20]; DX+1 purpose in life in service to that com- Suerrat are very sociable, with aliens
[20]. munity. A Nugiiri who is cut off from and animals as well as each other. They
the community often falls into a life- are well known for their natural affinity
Secondary Characteristic Modifiers: threatening physiological syndrome for other living things. Many Suerrat
HP-2 [-4]. similar to withdrawal from addiction. have levels in the Animal Friend or
Treat this as a cheap, legal Addiction. Green Thumb talents (see p. B90).
Advantages: Improved G-Tolerance Most Nugiiri who are likely to venture
(0.5 G increment) [10]. into the outside world can “recover” For more information about the
from this Addiction with an unmodi- Suerrat, see p. 86.
Disadvantages: Odious Racial Habit fied Will roll, making it a 0-point trait.
(Treat Human females as near- Worker castes find the Addiction to be Advantages: Animal Empathy [5]; Fur
property) [-5]; Social Stigma “highly” or “totally” addictive, and [1]; Night Vision 6 [6]; Plant
(Minority Group) [-10]. may take the disadvantage at the -5 or Empathy [5].
-10 level. Meanwhile, most Nugiiri
Quirks: Proud; Strong sense of group have the Gregarious and Selfless dis- Disadvantages: Bad Sight (Near-
and racial identity. [-2] advantages. For more information on sighted; Only in full G-class sun-
the Nugiiri, see p. 85. light, Mitigated by sunglasses or
Nugiiri protective gear, -80%) [-5];
Attribute Modifiers: ST-3 [-30]; DX-1 Chummy [-5]; Xenophilia (15) [-5].
-5 points [-20]; IQ-2 [-40].
Terran
The Nugiiri of Kilennur are anoth- Secondary Characteristic Modifiers:
er non-Human race originating rela- HP-3 [-6]; SM-1. 0 Points
tively close to Terra. Few of them ever
venture away from their homeworld, Advantages: Claim to Hospitality Terrans are “baseline” Humans,
and those that do are usually from one (Nugiiri communities) [5]; Flight defining the norm for Interstellar Wars
or two leading castes. The racial tem- (Winged, -25%; Gravity restric- characters. They receive no special
plate given here describes such indi- tions, -15%) [24]; Invisibility (Can advantages or disadvantages. For a
viduals; the race exhibits a great deal Carry Objects, Medium encum- detailed overview of Terran society, see
of diversity among its various castes, brance, +50%; Switchable, +10%; Chapter 3.
so a variety of atypical Nugiiri might Telepathic, -10%) [60]; Mind
be encountered. Reading (Racial, -10%; Telepathic, Vegan
-10%) [24]; Night Vision 4 [4];
Nugiiri are winged, but are unable Peripheral Vision [15]; Reduced 28 points
to fly on worlds with close to Terran Consumption 2 [4]; Striker
gravity. On worlds with surface gravi- (Crushing) [5]. Vegans are a vaguely humanoid
ty of 0.6 Gs or less, they can fly nor- alien species, native to a region a few
mally. On worlds with surface gravity Disadvantages: Hidebound [-5]; parsecs coreward of Terra. As the
between 0.61-0.65 Gs, they can engage Short Lifespan 1 [-10]; Social Imperial subject race closest to the
in controlled gliding (see p. B56). On Stigma (Second-Class Citizen) [-5]; Terran Confederation, they are the
worlds with surface gravity between Vulnerability (Crushing damage, most frequently encountered by
0.66-0.7 Gs, they can glide (p. B56). If ¥2 damage) [-30]. Terran explorers. The Vegans are
the local gravity is higher than 0.7 Gs, restive under Imperial rule, and many
the wings are of little use except to Suerrat of them are likely to want to work with
help slow a fall. Denser atmospheres Terrans to gain their independence.
can give the Nugiiri a slight boost, 2 points
while thin atmospheres make flying Vegans are tall and frail, unable to
harder; the GM should decide exactly The Suerrat are a minor Human stand up to Terran-standard gravity for
how effective Nugiiri wings are on any race subject to the Imperium. They long periods of time. They have a sen-
given world. are renowned for their ability as envi- sory hood that vaguely resembles a
ronmental scientists and technicians, Terran’s head. They have a bundle of
Nugiiri tails are capable of aimed and can be found on thousands of tentacles at the end of each arm; these
blows, doing crushing damage. Imperial worlds. appendages are sensitive manipulators,
Nugiiri warriors sometimes fit mace- but are inferior to Human hands in
like projections on their tails, using Suerrat are small but muscular in gripping strength. Their voices are
them in battle. build, averaging about 5’ tall and 130 peculiar by Human standards, rich with
pounds. They have retained several rasping and buzzing sounds. Vegans
Nugiiri have psionic abilities – a ape-like features unusual among live a very long time, maturing at about
fact that is not clearly understood by Human subspecies, notably prehen- 70 Terran years of age and routinely
any outsider, Vilani or Terran. Almost sile toes and long body hair. Their eyes living into their fourth century.
all Nugiiri have the Invisibility and are well adapted to dark and to long
Mind Reading advantages given in the wavelengths – in fact, they are uncom- Vegans evolved in a gravity field of
template. A few Nugiiri, especially fortable in the bright sunlight found about 0.5 G, and are unusually sensi-
those who are sent out into the non- on Terra, Vland, and many other tive to variations in gravity (see the G-
Nugiiri universe on missions for the Human-inhabited worlds. Suerrat age Intolerance disadvantage). Because of
community, develop more elaborate about as quickly as Terrans. the construction of their sensory
telepathic abilities. hood, Vegans may not take the
Peripheral Vision advantage.
Nugiiri are devoted to their com-
munity, or oytrip, and find their sole

CHARACTERS 145

An adult Vegan will usually have a Infravision [10]; Nictitating with heavy bone structure but delicate
Code of Honor or a related disadvan- Membrane 1 [1]; Protected Vision facial features. Their skin tones and
tage, reflecting commitment to the [5]; Reduced Consumption 2 hair color are always dark, although
ideals of his tuhuir. Anyone playing a (Water only, -50%) [2]. they have light-colored eyes ranging
Vegan should work out the details of Disadvantages: Bad Grip 1 [-5]; G- from gray to a golden hazel color.
this Code of Honor with the GM. A Intolerance (0.1G increment) [-10]; They wear a variety of clothing styles,
typical tuhuir will impose at least -10 Social Stigma (Second-Class some of them quite flamboyant. Vilani
points of disadvantages. While the Citizen) [-5]. live much longer than Terrans, matur-
advantage is not mandatory for Vegan Quirks: Congenial; Dull; Humble. [-3] ing at about the same age, but experi-
characters, many Vegans have the encing aging thresholds at 100, 140,
equivalent of Common Sense. Vilani and 180 Terran years.

For more information about the -3 points For a detailed overview of Vilani
Vegans, see p. 88. society, see Chapter 4.
Vilani are the Humans who found-
Attribute Modifiers: DX+1 [20]. ed the Ziru Sirka, and who continue to Advantages: Extended Lifespan 1 [2];
Secondary Characteristic Modifiers: rule it to the present day. They are the Less Sleep 2 [4]; Lifting ST 1 [3].
foremost rivals (and greatest potential
SM+1. partners) of Terran civilization. Disadvantages: Hidebound [-5];
Advantages: Acute Hearing 1 [2]; Workaholic [-5].
Vilani tend to be slightly shorter
Empathy (Sensitive) [5]; Extended and more muscular than Terrans, Quirks: Chauvinistic; Humble. [-2]
Lifespan 2 [4]; Fearlessness 1 [2];

OCCUPATIONAL

TEMPLATES

The following templates are partic- or 5], Mathematical Ability Primary Skills: Teaching (A) IQ+1
ularly useful for Terran characters [10/level], positive Reputation [4]-14; plus two of Anthropology,
who are prepared for a life of adven- [variable], Single-Minded [5], Archaeology, Astronomy, Chem-
ture. Some of them can be adapted for Tenure [5], Versatile [5], Voice istry, Computer Programming,
Imperial characters as well. [10], or above-average Wealth Cryptography, Economics, Expert
[variable]. Skill (any), Geography, Geology,
Academician Disadvantages: A total of -20 points History, Law (any), Linguistics,
selected from Absent-Mindedness Literature, Mathematics, Pale-
85 points [-15], Clueless [-10], Code of Honor ontology, Philosophy, Physiology,
(Professional) [-5], Combat Physician, Psychology, Sociology,
You are a scholar, usually a univer- Paralysis [-15], Cowardice [-10*], or Theology, all (H) IQ [4]-13, or
sity professor or private instructor Curious [-5*], Dependents [vari- Biology, Physics, Surgery, or Weird
who spends more time teaching than able], Duty (Teaching) [variable], Science, all (VH) IQ-1 [4]-12.
in original research. You are not the Enemy (Academic rival) [variable],
sort of person who normally ventures Fearfulness [-2/level], Gluttony Secondary Skills: Computer Operation
into a conflict zone. Still, there’s a [-5*], Honesty [-10*], Indecisive (E) IQ+1 [2]-14; Public Speaking (A)
galaxy full of interesting things to [-10*], Intolerance (Uneducated IQ [2]-13; Research (A) IQ [2]-13;
learn and interesting people to teach, people) [-5], Jealousy [-10], and Writing (A) IQ [2]-13.
and you’re not going to let little things Laziness [-10], Low Empathy [-20],
like wars stop you. Low Pain Threshold [-10], No Background Skills: Savoir-Faire
Sense of Humor [-10], Oblivious (High Society) (E) IQ [1]-13;
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [-5], Obsession [-5* or -10*], Speed-Reading (A) IQ-1 [1]-12;
[60]; HT 10 [0]. Odious Personal Habits [-5, -10, or plus three extra points in primary
-15], Overconfidence [-5*], or secondary skills.
Secondary Characteristics: Damage Pacifism [variable], Phobias [vari-
1d-2/1d; BL 20 lbs.; HP 10 [0]; Will able], Post-Combat Shakes [-5*], * Multiplied for self-control
13 [0]; Per 13 [0]; FP 10 [0]; Basic negative Reputation [variable], number; see p. B120.
Speed 5 [0]; Basic Move 5 [0]. Secret [-5 to -20], Selfish [-5*],
Sense of Duty [-2 to -20], Space Athlete
Advantages: A total of 20 points Sickness [-10], Squeamish [-10*],
selected from Claim to Hospitality Stubbornness [-5*], Truthfulness 100 points
(Universities) [variable], Cultural [-5*], Unfit [-5 or -15], Unluckiness
Adaptability [10 or 20], Cultural [-10], Workaholic [-5], or You are a current or retired profes-
Familiarity [1 or 2], Eidetic Xenophilia [-10*]. sional athlete, trained in a sport of
Memory [5 or 10], Favor [variable], your choice. For some reason, you
Language Talent [10], Languages have left the competition circuit to
[variable], Lightning Calculator [2 take to a life of adventure – perhaps

146 CHARACTERS

you have suffered an injury, you are [2]-10, Carousing (E) HT+1 [2]-13, Disadvantages: A total of -20 points
on the run from professional gam- Sex Appeal (A) HT [2]-12, or selected from Bully [-10*], Callous
blers, or you have simply decided to Intimidation (A) Will [2]-11. [-5], Code of Honor (Professional)
find new challenges. Background Skills: Three extra [-5], Combat Paralysis [-15],
points in primary or secondary Cowardice [-10*], Dependents [vari-
Attributes: ST 12 [20]; DX 12 [40]; IQ skills. able], Enemy (Former clients or
10 [0]; HT 12 [20]. * Multiplied for self-control opponents) [variable], Fearfulness
number; see p. B120. [-2/level], Gluttony [-5*], Greed
Secondary Characteristics: Damage [-15*], Honesty [-10*], Jealousy
1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Attorney
Will 11 [5]; Per 10 [0]; FP 12 [0]; [-10], Low Pain Threshold [-10],
Basic Speed 6 [0]; Basic Move 6 [0]. 74 points Miserliness [-10*], No Sense of
Humor [-10], Obsession [-5* or
Advantages: A total of 20 points You are an expert on some field of -10*], Overconfidence [-5*],
selected from Ambidexterity [5], Terran law, often involved in commer- Pacifism [variable], Phobias [vari-
positive Appearance [variable], cial or political negotiations. With the able], Post-Combat Shakes [-5*],
Daredevil [15], extra FP [3/level], rapid expansion of the Terran sphere negative Reputation [variable],
Fit [5 or 15], Flexibility [5 or 15], of influence, there is always a call for Secret [-5 to -20], Selfish [-5*],
High Manual Dexterity [5/level], legal expertise as the Confederation Sense of Duty [-2 to -20], Space
High Pain Threshold [10], learns how to rule an empire. Your Sickness [-10], Squeamish [-10*],
Languages [variable], Rapid skills may not suit you for a life of dan- Stubbornness [-5*], Unfit [-5 or
Healing [5 or 15], positive ger, but they often command a high -15], Unluckiness [-10], Workaholic
Reputation [variable], above-aver- price nevertheless. [-5], or Xenophilia [-10*].
age Wealth [variable], +1 ST or HT Attributes: ST 10 [0]; DX 10 [0]; IQ 12 Primary Skills: Law (any) (H) IQ [4]-
[10], or +1 DX [20]. 12; Research (A) IQ+1 [4]-13; and
[40]; HT 10 [0]. either Diplomacy (H) IQ [4]-12 or
Disadvantages: A total of -20 points Secondary Characteristics: Damage Fast-Talk (A) IQ+1 [4]-13.
selected from Bad Back [-15], Code Secondary Skills: Administration (A)
of Honor (Professional) [-5], 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will IQ [2]-12; Public Speaking (A) IQ
Compulsive Behavior [-5 to -15], 12 [0]; Per 12 [0]; FP 10 [0]; Basic [2]-12; and Writing (A) IQ [2]-12.
Enemy (Athletic rival) [variable], Speed 5 [0]; Basic Move 5 [0]. Background Skills: Any three of
Greed [-15*], Honesty [-10*], Advantages: Comfortable Wealth [10] Criminology, Interrogation, or
Impulsiveness [-10*], Incurious and a total of 20 points selected Politics, all (A) IQ-1 [1]-11,
[-5*], Intolerance [variable], from Allies [variable], positive Accounting or Psychology, both
Jealousy [-10], Lecherousness Appearance [variable], Charisma (H) IQ-2 [1]-10, Intimidation (A)
[-15*], Low Empathy [-20], [5/level], Contact Group [variable], Will-1 [1]-11, or Detect Lies (H)
Obsession [-5* or -10*], Contacts [variable], Empathy [5 or Per-2 [1]-10; plus three extra points
Overconfidence [-5*], Phobias 15], Fashion Sense [5], Favor [vari- in any primary or secondary skills.
[variable], negative Reputation able], Honest Face [1], Languages * Multiplied for self-control
[variable], Secret [-5 to -30], Selfish [variable], positive Reputation number; see p. B120.
[-5*], Sense of Duty [-2 to -20], [variable], Single-Minded [5],
Shyness [-5, -10, or -20], Space Smooth Operator [15/level], high
Sickness [-10], Stubbornness [-5*], Status [5/level], Voice [10], or more
Trademark [-5 to -15], Unluckiness Wealth [variable].
[-10], or Xenophilia [-10*].

Primary Skills: Games (chosen sport)
(E) IQ+2 [4]-12; plus any one of
Bicycling, Brawling Sport, Guns
Sport, Jumping, or Thrown
Weapon (any), all (E) DX+2 [4]-14,
Boating (Unpowered), Boxing,
Bow Sport, Climbing, Dancing,
Rapier Sport, Riding (Horse),
Saber Sport, Smallsword Sport,
Sports (any), Staff Sport, Sumo
Wrestling, Throwing, or Wrestling,
all (A) DX+1 [4]-13, Acrobatics,
Judo Sport, or Karate Sport, all (H)
DX [4]-12, Swimming (E) HT+2
[4]-14, Hiking, Lifting, or Running,
all (A) HT+1 [4]-13, or Skating or
Skiing, both (H) HT [4]-12.

Secondary Skills: Any two of Acting,
Gambling, or Leadership, all (A) IQ

CHARACTERS 147

Belter * Multiplied for self-control Secondary Skills: Accounting (H)
number; see p. B120. IQ-1 [2]-11 and any two of
95 points Merchant or Politics, both (A) IQ
Bureaucrat [2]-12, or Diplomacy, Economics,
You are a deep-space prospector, Finance, Law (any), or Market
experienced in mining the asteroids 65 points Analysis, all (H) IQ-1 [2]-11.
and small airless moons that can be
found in almost any star system. You Whether you come from a govern- Background Skills: Computer
may be a crude, rough-and-tumble ment or a corporate bureaucracy, you Operation (E) IQ [1]-12; Research
person who has little interest in are an experienced administrator. (A) IQ-1 [1]-11; Savoir-Faire (any)
Human society . . . or simply an intel- You’ve spent much of your career (E) IQ [1]-12; Writing (A) IQ-1
lectual introvert. You continually doing the paperwork that gets things [1]-11; and two extra points in
search for the great strike that will let done. Now you’re ready to take up the primary or secondary skills.
you retire to a life of ease. traveling lifestyle, applying your hard-
won skills to the problems of a galaxy. * Multiplied for self-control
Attributes: ST 10 [0]; DX 12 [40]; IQ number; see p. B120.
12 [40]; HT 10 [0]. Attributes: ST 10 [0]; DX 10 [0]; IQ 12
[40]; HT 10 [0]. Capitalist
Secondary Characteristics: Damage
1d-1/1d+1; BL 24 lbs.; HP 10 [0]; Secondary Characteristics: Damage 80 points
Will 12 [0]; Per 12 [0]; FP 10 [0]; 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Basic Speed 5.5 [0]; Basic Move 5 12 [0]; Per 12 [0]; FP 10 [0]; Basic You are one of Terra’s business-
[0]. Speed 5 [0]; Basic Move 5 [0]. men, devoted to the principle of
“doing good by doing well.” You trav-
Advantages: A total of 20 points Advantages: Either Administrative el the galaxy looking for new business
selected from 3D Spatial Sense Rank 1 [5] or Merchant Rank 1 [5]; opportunities, and incidentally
[10], Artificer [10/level], Fit [5 or plus a total of 20 points selected extending Terran influence deep into
15], G-Experience [variable], from more Administrative Rank Imperial space.
Gizmos [5/gizmo], Improved G- [5/level], Allies [variable], Common
Tolerance [5 or 10], Languages Sense [10], Contact Group [vari- Attributes: ST 10 [0]; DX 10 [0]; IQ 12
[variable], Luck [variable], or able], Contacts [variable], Courtesy [40]; HT 10 [0].
Single-Minded [5]. Rank [1/level], Favor [variable],
Languages [variable], Mathematical Secondary Characteristics: Damage
Disadvantages: A total of -30 points Ability [10/level], more Merchant 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
selected from Debt [-1 to -20], Rank [5/level], Patron (Corporation 13 [5]; Per 13 [0]; FP 10 [0]; Basic
Greed [-15*], Honesty [-10*], or bureaucratic agency) [variable], Speed 5 [0]; Basic Move 5 [0].
Intolerance [variable], Loner [-5*], Security Clearance [variable],
Low Empathy [-20], Miserliness Single-Minded [5], high Status Advantages: Comfortable [10] and a
[-10*], No Sense of Humor [-10], [5/level], Unfazeable [15], or above- total of 30 points selected from
Oblivious [-5], Odious Personal average Wealth [variable]. Allies [variable], Business Acumen
Habits [-5, -10, or -15], [10/level], Charisma [5/level],
Overconfidence [-5*], Phobias Disadvantages: A total of -20 points Claim to Hospitality (Business
[variable], negative Reputation selected from Bully [-10*], Callous allies) [variable], Contact Group
[variable], Secret [-5 to -30], [-5], Chummy [-5 or -10], Clueless [variable], Contacts [variable],
Shyness [-5, -10, or -20], [-10], Code of Honor (Professional) Fashion Sense [5], Favor [vari-
Stubbornness [-5*], Unluckiness [-5], Combat Paralysis [-15], able], Independent Income [1 to
[-10], below-average Wealth [vari- Cowardice [-10*], Dependents 20], Intuition [15], Languages
able], Workaholic [-5], or [variable], Duty [variable], [variable], Luck [variable],
Xenophilia [-10*]. Fearfulness [-2/level], Gluttony Mathematical Ability [10/level],
[-5*], Hidebound [-5], Honesty Merchant Rank [5/level], Patron
Primary Skills: Piloting (High- [-10*], Incurious [-5*], Intolerance (Corporation) [variable], positive
Performance Spacecraft) (A) DX+1 [variable], Low Pain Threshold Reputation [variable], above-aver-
[4]-13 and Prospecting (A) IQ+1 [-10], Miserliness [-10*], No Sense age Status [5/level], or more
[4]-13. of Humor [-10], Oblivious [-5], Wealth [variable].
Pacifism [variable], Phobias [vari-
Secondary Skills: Engineer (Mining) able], Post-Combat Shakes [-5*], Disadvantages: A total of -30 points
(H) IQ-1 [2]-11; Free Fall (A) DX negative Reputation [variable], selected from Bully [-10*], Callous
[2]-12; Geology (Ice Worlds or Secret [-5 to -30], Selfish [-5*], [-5], Code of Honor (Professional)
Rock Worlds) (H) IQ-1 [2]-11; Shyness [-5, -10, or -20], Space [-5], Compulsive Behavior [vari-
Navigation (Space) (A) IQ+1 [2]-12; Sickness [-10], Squeamish [-10*], able], Dependents [variable],
Spacer (E) IQ+1 [2]-13; and Vacc Stubbornness [-5*], Unfit [-5 or Enemy (Business rival) [variable],
Suit (A) DX [2]-12. -15], Unluckiness [-10], Workaholic Gluttony [-5*], Greed [-15*],
[-5], or Xenophilia [-10*]. Jealousy [-10], Low Pain Threshold
Background Skills: Brawling (E) DX [-10], Miserliness [-10*], Obsession
[1]-12; Carousing (E) HT [1]-10; Primary Skills: Administration (A) [-5* or -10*], Overconfidence [-5*],
Guns (any) (E) DX [1]-12; plus two IQ+2 [8]-14. Phobias [variable], negative
extra points in primary or second- Reputation [variable], Secret [-5 to
ary skills.

148 CHARACTERS


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